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ec00f5fd9d
Use const everywhere that makes sense return const variables when it makes sense const functions and variables again, where it makes sense No raw access and modifications to protected members Move template definitions to tcc file idk how I feel about this one
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#include "WaveBossApe.h"
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#include "BaseCombatAIComponent.h"
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#include "Entity.h"
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void WaveBossApe::OnStartup(Entity* self) {
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BaseWavesGenericEnemy::OnStartup(self);
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self->SetVar<LOT>(u"QuickbuildAnchorLOT", 12900);
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self->SetVar<uint32_t>(u"GroundPoundSkill", 725);
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self->SetVar<float_t>(u"reviveTime", 12);
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self->SetVar<float_t>(u"AnchorDamageDelayTime", 0.5f);
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self->SetVar<float_t>(u"spawnQBTime", 5.0f);
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auto combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetDisabled(true);
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combatAIComponent->SetStunImmune(true);
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}
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self->AddToGroups("boss");
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BaseEnemyApe::OnStartup(self);
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}
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void WaveBossApe::OnDie(Entity* self, Entity* killer) {
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BaseWavesGenericEnemy::OnDie(self, killer);
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BaseEnemyApe::OnDie(self, killer);
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}
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void WaveBossApe::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) {
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if (args == "startAI") {
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auto combatAIComponent = self->GetComponent<BaseCombatAIComponent>();
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if (combatAIComponent != nullptr) {
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combatAIComponent->SetDisabled(false);
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combatAIComponent->SetStunImmune(false);
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}
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} else {
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BaseEnemyApe::OnFireEventServerSide(self, sender, args, param1, param2, param3);
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}
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}
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