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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
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#include "NtSentinelWalkwayServer.h"
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#include "PhantomPhysicsComponent.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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void NtSentinelWalkwayServer::OnStartup(Entity* self)
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{
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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if (phantomPhysicsComponent == nullptr)
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{
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return;
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}
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auto force = self->GetVar<int32_t>(u"force");
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if (force == 0)
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{
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force = 115;
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}
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const auto forward = self->GetRotation().GetRightVector() * -1;
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phantomPhysicsComponent->SetEffectType(0); // PUSH
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phantomPhysicsComponent->SetDirectionalMultiplier(force);
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phantomPhysicsComponent->SetDirection(forward);
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phantomPhysicsComponent->SetPhysicsEffectActive(true);
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EntityManager::Instance()->SerializeEntity(self);
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self->SetProximityRadius(3, "speedboost");
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}
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void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
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{
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if (name != "speedboost" || !entering->IsPlayer() || status != "ENTER")
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{
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return;
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}
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auto* player = entering;
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr)
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{
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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}
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}
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