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Static aura now uses Object::DeleteAfter instead of Projectile
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@ -8,8 +8,8 @@ use common::{
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aura::{Aura, AuraKind, AuraTarget},
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buff::{BuffCategory, BuffData, BuffKind, BuffSource},
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ship::figuredata::VOXEL_COLLIDER_MANIFEST,
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Alignment, BehaviorCapability, ItemDrops, LightEmitter, Ori, Pos, Projectile,
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TradingBehavior, Vel, WaypointArea,
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Alignment, BehaviorCapability, ItemDrops, LightEmitter, Ori, Pos, TradingBehavior, Vel,
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WaypointArea,
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},
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event::{
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CreateAuraEntityEvent, CreateItemDropEvent, CreateNpcEvent, CreateObjectEvent,
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@ -492,6 +492,7 @@ pub fn handle_create_object(
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}
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pub fn handle_create_aura_entity(server: &mut Server, ev: CreateAuraEntityEvent) {
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let time = *server.state.ecs().read_resource::<Time>();
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let mut entity = server
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.state
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.ecs_mut()
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@ -504,16 +505,11 @@ pub fn handle_create_aura_entity(server: &mut Server, ev: CreateAuraEntityEvent)
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// If a duration is specified, create a projectile component for the entity
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if let Some(dur) = ev.duration {
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let projectile = Projectile {
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hit_solid: Vec::new(),
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hit_entity: Vec::new(),
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time_left: Duration::from_secs_f64(dur.0),
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owner: Some(ev.creator_uid),
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ignore_group: true,
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is_sticky: false,
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is_point: false,
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let object = comp::Object::DeleteAfter {
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spawned_at: time,
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timeout: Duration::from_secs_f64(dur.0),
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};
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entity = entity.with(projectile);
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entity = entity.with(object);
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}
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entity.build();
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}
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