File size: 1,841 Bytes
24b81cb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
// The base area for Spooky land, spooky particles and spooky triggers for a spooky halloween
class SpookyArea : EffectArea
{
	// ----------------------------------------------
	// 				INITIAL SETUP
	// ----------------------------------------------
	override void EEInit()
	{
		// We make sure we have the particle array
		if ( !m_ToxicClouds )
			m_ToxicClouds = new array<Particle>;
		
		SetSynchDirty();
		
		#ifdef DEVELOPER
		// Debugs when placing entity by hand using internal tools
		if ( GetGame().IsServer() && !GetGame().IsMultiplayer() )
		{
			Debug.Log("YOU CAN IGNORE THE FOLLOWING DUMP");
			InitZone();
			Debug.Log("YOU CAN USE FOLLOWING DATA PROPERLY");
		}
		#endif
		
		if ( GetGame().IsClient() && GetGame().IsMultiplayer() )
			InitZone();
		
		super.EEInit();
	}
	
	override void InitZoneServer()
	{
		super.InitZoneServer();
		
		// We create the trigger on server
		if ( m_TriggerType != "" )
			CreateTrigger( m_Position, m_Radius );
	}
	
	override void InitZoneClient()
	{
		super.InitZoneClient();
		
		// We spawn VFX on client
		PlaceParticles( GetWorldPosition(), m_Radius, m_InnerRings, m_InnerSpacing, m_OuterRingToggle, m_OuterSpacing, m_OuterRingOffset, m_ParticleID );
	}
}

class SpookyArea23 : SpookyArea
{
	override void OnPlayerEnterServer(PlayerBase player, EffectTrigger trigger)
	{
		super.OnPlayerEnterServer(player, trigger);
		
		EntityAI spookyEntity = EntityAI.Cast(GetGame().CreateObjectEx("SpookyPlayerStalker","0 0 0",ECE_SETUP));
		int boneIdx = player.GetBoneIndexByName("Head");
		player.AddChild(spookyEntity,boneIdx,true);
	}
	
	override void OnPlayerExitServer(PlayerBase player, EffectTrigger trigger)
	{
		super.OnPlayerExitServer(player, trigger);
		
		array<typename> types = {SpookyPlayerStalker};
		MiscGameplayFunctions.RemoveAllAttachedChildrenByTypename(player,types);
	}
}