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https://github.com/DarkflameUniverse/DarkflameServer
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6aa90ad5b2
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
#include "PersonalFortress.h"
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "EntityManager.h"
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#include "eStateChangeType.h"
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void PersonalFortress::OnStartup(Entity* self) {
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auto* owner = self->GetOwner();
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self->AddTimer("FireSkill", 1.5);
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auto* destroyableComponent = owner->GetComponent<DestroyableComponent>();
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if (destroyableComponent) destroyableComponent->SetStatusImmunity(
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eStateChangeType::PUSH,
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true, true, true, true, true, false, true, false, false
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);
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auto* controllablePhysicsComponent = owner->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) controllablePhysicsComponent->SetStunImmunity(
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eStateChangeType::PUSH, LWOOBJID_EMPTY,
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true, true, true, true, true, true
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);
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GameMessages::SendSetStunned(owner->GetObjectID(), eStateChangeType::PUSH, owner->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true, true, true
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);
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EntityManager::Instance()->SerializeEntity(owner);
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}
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void PersonalFortress::OnDie(Entity* self, Entity* killer) {
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auto* owner = self->GetOwner();
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auto* destroyableComponent = owner->GetComponent<DestroyableComponent>();
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if (destroyableComponent) destroyableComponent->SetStatusImmunity(
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eStateChangeType::POP,
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true, true, true, true, true, false, true, false, false
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);
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auto* controllablePhysicsComponent = owner->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) controllablePhysicsComponent->SetStunImmunity(
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eStateChangeType::POP, LWOOBJID_EMPTY,
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true, true, true, true, true, true
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);
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GameMessages::SendSetStunned(owner->GetObjectID(), eStateChangeType::POP, owner->GetSystemAddress(), LWOOBJID_EMPTY,
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true, true, true, true, true, true, true, true, true
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);
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EntityManager::Instance()->SerializeEntity(owner);
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}
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void PersonalFortress::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "FireSkill") {
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auto* skillComponent = self->GetComponent<SkillComponent>();
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if (skillComponent) skillComponent->CalculateBehavior(650, 13364, LWOOBJID_EMPTY, true, false);
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}
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}
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