mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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0545adfac3
Have fun!
82 lines
2.0 KiB
C++
82 lines
2.0 KiB
C++
#include "RainOfArrows.h"
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "GameMessages.h"
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void RainOfArrows::OnStartup(Entity* self)
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{
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}
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void RainOfArrows::OnRebuildComplete(Entity* self, Entity* target)
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{
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auto myPos = self->GetPosition();
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auto myRot = self->GetRotation();
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EntityInfo info;
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info.lot = m_ArrowFXObject;
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info.pos = myPos;
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info.rot = myRot;
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info.spawnerID = self->GetObjectID();
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auto* entity = EntityManager::Instance()->CreateEntity(info);
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EntityManager::Instance()->ConstructEntity(entity);
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self->SetVar<LWOOBJID>(u"ChildFX", entity->GetObjectID());
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self->SetVar<LWOOBJID>(u"playerID", target->GetObjectID());
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self->AddTimer("ArrowsIncoming", m_ArrowDelay);
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self->AddTimer("PlayArrowSound", m_ArrowDelay - 4);
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}
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void RainOfArrows::OnTimerDone(Entity* self, std::string timerName)
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{
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auto* child = EntityManager::Instance()->GetEntity(
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self->GetVar<LWOOBJID>(u"ChildFX")
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);
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auto* player = EntityManager::Instance()->GetEntity(
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self->GetVar<LWOOBJID>(u"playerID")
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);
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if (timerName == "ArrowsIncoming")
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{
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if (child == nullptr)
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{
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return;
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}
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auto* skillComponent = child->GetComponent<SkillComponent>();
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if (skillComponent == nullptr)
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{
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return;
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}
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skillComponent->CalculateBehavior(
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m_ArrowSkill,
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m_ArrowBehavior,
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LWOOBJID_EMPTY,
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true,
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false,
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player != nullptr ? player->GetObjectID() : LWOOBJID_EMPTY
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);
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self->AddTimer("FireSkill", 0.7f);
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}
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else if (timerName == "PlayArrowSound")
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{
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GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, m_ArrowsGUID);
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}
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else if (timerName == "FireSkill")
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{
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if (child != nullptr)
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{
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child->Smash();
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}
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self->Smash(player != nullptr ? player->GetObjectID() : LWOOBJID_EMPTY);
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}
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}
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