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https://github.com/DarkflameUniverse/DarkflameServer
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8cdb388915
* Implement Precompiled Headers * First volume of optimizations * Scripts A-B Gonna be doing this in alphabetical order now. * C Scripts and remove unneeded includes from base cppscripts header Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts. * D scripts * F scripts * F scripts 2 Finish up removing extraneous includes from scripts that start with the letter F * G scripts Removing extraneous includes from scripts that start with the letter G * I scripts Removing extraneous includes from scripts that start with the letter I * M-Z scripts Removing extraneous includes from scripts that start with the letter M-Z * Revert "Implement Precompiled Headers" This reverts commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
105 lines
2.5 KiB
C++
105 lines
2.5 KiB
C++
#include "RaceMaelstromGeiser.h"
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#include "GameMessages.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "EntityManager.h"
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#include "RacingControlComponent.h"
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#include "dZoneManager.h"
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void RaceMaelstromGeiser::OnStartup(Entity* self)
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{
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self->SetVar(u"AmFiring", false);
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self->AddTimer("downTime", self->GetVar<int32_t>(u"startTime"));
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self->SetProximityRadius(15, "deathZone");
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}
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void RaceMaelstromGeiser::OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status)
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{
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if (!entering->IsPlayer() || name != "deathZone" || status != "ENTER")
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{
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return;
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}
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if (!self->GetVar<bool>(u"AmFiring"))
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{
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return;
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}
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auto* possessableComponent = entering->GetComponent<PossessableComponent>();
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Entity* vehicle;
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Entity* player;
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if (possessableComponent != nullptr)
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{
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player = EntityManager::Instance()->GetEntity(possessableComponent->GetPossessor());
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if (player == nullptr)
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{
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return;
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}
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vehicle = entering;
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}
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else if (entering->IsPlayer())
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{
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auto* possessorComponent = entering->GetComponent<PossessorComponent>();
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if (possessorComponent == nullptr)
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{
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return;
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}
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vehicle = EntityManager::Instance()->GetEntity(possessorComponent->GetPossessable());
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if (vehicle == nullptr)
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{
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return;
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}
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player = entering;
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}
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else
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{
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return;
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}
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GameMessages::SendDie(vehicle, self->GetObjectID(), LWOOBJID_EMPTY, true, VIOLENT, u"", 0, 0, 0, true, false, 0);
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auto* zoneController = dZoneManager::Instance()->GetZoneControlObject();
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auto* racingControlComponent = zoneController->GetComponent<RacingControlComponent>();
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if (racingControlComponent != nullptr)
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{
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racingControlComponent->OnRequestDie(player);
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}
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}
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void RaceMaelstromGeiser::OnTimerDone(Entity* self, std::string timerName)
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{
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if (timerName == "downTime")
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{
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 4048, u"rebuild_medium", "geiser", LWOOBJID_EMPTY, 1, 1, true);
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self->AddTimer("buildUpTime", 1);
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}
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else if (timerName == "buildUpTime")
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{
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self->SetVar(u"AmFiring", true);
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self->AddTimer("killTime", 1.5f);
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}
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else if (timerName == "killTime")
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{
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GameMessages::SendStopFXEffect(self, true, "geiser");
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self->SetVar(u"AmFiring", false);
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self->AddTimer("downTime", 3.0);
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}
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}
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