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https://github.com/DarkflameUniverse/DarkflameServer.git
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0545adfac3
Have fun!
63 lines
2.1 KiB
C++
63 lines
2.1 KiB
C++
#include "AgQbElevator.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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void AgQbElevator::OnStartup(Entity* self) {
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}
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//when the QB is finished being built by a player
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void AgQbElevator::OnRebuildComplete(Entity* self, Entity* target) {
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self->SetProximityRadius(proxRadius, "elevatorProx");
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self->SetI64(u"qbPlayer", target->GetObjectID());
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float delayTime = killTime - endTime;
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if (delayTime < 1) delayTime = 1;
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
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0, 0, MovementPlatformState::Stationary);
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//add a timer that will kill the QB if no players get on in the killTime
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self->AddTimer("startKillTimer", killTime);
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}
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void AgQbElevator::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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//make sure we haven't already started pathing.
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if (self->GetBoolean(u"qbPlayerRdy")) return;
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if (status == "ENTER") {
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Entity* builder = EntityManager::Instance()->GetEntity(self->GetI64(u"qbPlayer"));
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if (builder && builder == entering) {
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//the builder has entered so cancel the start timer and just start moving
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self->SetBoolean(u"qbPlayerRdy", true);
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self->CancelTimer("StartElevator");
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
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1, 1, MovementPlatformState::Moving);
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}
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else if (!self->GetBoolean(u"StartTimer")) {
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self->SetBoolean(u"StartTimer", true);
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self->AddTimer("StartElevator", startTime);
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}
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}
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}
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void AgQbElevator::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "StartElevator") {
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GameMessages::SendPlatformResync(self, UNASSIGNED_SYSTEM_ADDRESS, true, 0,
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1, 1, MovementPlatformState::Moving);
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}
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else if (timerName == "startKillTimer") {
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killTimerStartup(self);
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} else if (timerName == "KillTimer") {
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self->Smash(self->GetObjectID(), VIOLENT);
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}
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}
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void AgQbElevator::killTimerStartup(Entity* self) const {
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self->CancelAllTimers();
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self->AddTimer("KillTimer", endTime);
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self->SetNetworkVar<float>(u"startEffect", endTime); // Blinking effect
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}
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