DarkflameServer/dScripts/ActSharkPlayerDeathTrigger.cpp

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#include "ActSharkPlayerDeathTrigger.h"
#include "Entity.h"
#include "GameMessages.h"
#include "Game.h"
#include "dLogger.h"
void ActSharkPlayerDeathTrigger::OnCollisionPhantom(Entity* self, Entity* target) {
}
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
if (args == "achieve") {
MissionComponent* mis = static_cast<MissionComponent*>(sender->GetComponent(COMPONENT_TYPE_MISSION));
if (!mis) return;
mis->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, 4734);
if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready
Game::logger->Log("ActSharkPlayerDeathTrigger", "%i\n", self->GetLOT());
if (sender->GetCharacter()) {
sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");
}
}
}