DarkflameServer/dScripts/02_server/Map/njhub/FlameJetServer.cpp
David Markowitz e2dfa1809d Replace all auto with auto*
For components
2023-06-09 01:27:05 -07:00

48 lines
1.2 KiB
C++

#include "FlameJetServer.h"
#include "SkillComponent.h"
#include "GameMessages.h"
void FlameJetServer::OnStartup(Entity* self) {
if (self->GetVar<bool>(u"NotActive")) {
return;
}
self->SetNetworkVar<bool>(u"FlameOn", true);
}
void FlameJetServer::OnCollisionPhantom(Entity* self, Entity* target) {
if (!target->IsPlayer()) {
return;
}
if (!self->GetNetworkVar<bool>(u"FlameOn")) {
return;
}
auto* skillComponent = target->GetComponent<SkillComponent>();
if (skillComponent == nullptr) {
return;
}
skillComponent->CalculateBehavior(726, 11723, target->GetObjectID(), true);
auto dir = target->GetRotation().GetForwardVector();
dir.y = 25;
dir.x = -dir.x * 15;
dir.z = -dir.z * 15;
GameMessages::SendKnockback(target->GetObjectID(), self->GetObjectID(), self->GetObjectID(), 1000, dir);
}
void FlameJetServer::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
Game::logger->Log("FlameJetServer::OnFireEventServerSide", "Event: %s", args.c_str());
if (args == "OnActivated") {
self->SetNetworkVar<bool>(u"FlameOn", false);
} else if (args == "OnDectivated") {
self->SetNetworkVar<bool>(u"FlameOn", true);
}
}