mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
dc29f5962d
Tested that worlds still load data as expected. Had no use being a singleton anyways.
27 lines
1.2 KiB
C++
27 lines
1.2 KiB
C++
#include "FireFirstSkillonStartup.h"
|
|
#include "Entity.h"
|
|
#include "SkillComponent.h"
|
|
#include "CDClientDatabase.h"
|
|
#include "CDObjectSkillsTable.h"
|
|
#include "CDSkillBehaviorTable.h"
|
|
#include "CDClientManager.h"
|
|
|
|
void FireFirstSkillonStartup::OnStartup(Entity* self) {
|
|
auto skillComponent = self->GetComponent<SkillComponent>();
|
|
if (!skillComponent) return;
|
|
|
|
// Get the skill IDs of this object.
|
|
CDObjectSkillsTable* skillsTable = CDClientManager::GetTable<CDObjectSkillsTable>();
|
|
std::vector<CDObjectSkills> skills = skillsTable->Query([=](CDObjectSkills entry) {return (entry.objectTemplate == self->GetLOT()); });
|
|
|
|
// For each skill, cast it with the associated behavior ID.
|
|
for (auto skill : skills) {
|
|
CDSkillBehaviorTable* skillBehaviorTable = CDClientManager::GetTable<CDSkillBehaviorTable>();
|
|
CDSkillBehavior behaviorData = skillBehaviorTable->GetSkillByID(skill.skillID);
|
|
|
|
// Should parent entity be null, make the originator self.
|
|
const auto target = self->GetParentEntity() ? self->GetParentEntity()->GetObjectID() : self->GetObjectID();
|
|
skillComponent->CalculateBehavior(skill.skillID, behaviorData.behaviorID, LWOOBJID_EMPTY, false, false, target);
|
|
}
|
|
}
|