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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
34 lines
1.1 KiB
C++
34 lines
1.1 KiB
C++
#include "AgMonumentBirds.h"
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#include "GameMessages.h"
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//--------------------------------------------------------------
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//Makes the ag birds fly away when you get close and smashes them.
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//Created mrb... 6 / 3 / 11
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//Ported Max 20/07/2020
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//--------------------------------------------------------------
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void AgMonumentBirds::OnStartup(Entity* self) {
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self->SetProximityRadius(flyRadius, "MonumentBirds");
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}
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void AgMonumentBirds::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {
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if (self->GetVar<bool>(u"IsFlying")) return;
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if (name == "MonumentBirds" && status == "ENTER") {
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self->AddTimer("killBird", 1.0f);
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GameMessages::SendPlayAnimation(self, sOnProximityAnim);
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self->SetVar<bool>(u"IsFlying", true);
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self->SetVar<LWOOBJID>(u"PlayerID", entering->GetObjectID());
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}
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}
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void AgMonumentBirds::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName != "killBird") return;
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auto* player = EntityManager::Instance()->GetEntity(self->GetVar<LWOOBJID>(u"PlayerID"));
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if (player == nullptr) return;
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self->ScheduleKillAfterUpdate(player);
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}
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