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binaries/data/mods/public/maps/scripts/CaptureTheRelic.js
Show All 14 Lines | Trigger.prototype.InitCaptureTheRelic = function() | ||||
let numSpawnedRelics = cmpEndGameManager.GetGameSettings().relicCount; | let numSpawnedRelics = cmpEndGameManager.GetGameSettings().relicCount; | ||||
this.playerRelicsCount = new Array(TriggerHelper.GetNumberOfPlayers()).fill(0, 1); | this.playerRelicsCount = new Array(TriggerHelper.GetNumberOfPlayers()).fill(0, 1); | ||||
this.playerRelicsCount[0] = numSpawnedRelics; | this.playerRelicsCount[0] = numSpawnedRelics; | ||||
for (let i = 0; i < numSpawnedRelics; ++i) | for (let i = 0; i < numSpawnedRelics; ++i) | ||||
{ | { | ||||
this.relics[i] = TriggerHelper.SpawnUnits(pickRandom(potentialSpawnPoints), catafalqueTemplates[i], 1, 0)[0]; | this.relics[i] = TriggerHelper.SpawnUnits(pickRandom(potentialSpawnPoints), catafalqueTemplates[i], 1, 0)[0]; | ||||
let cmpDamageReceiver = Engine.QueryInterface(this.relics[i], IID_DamageReceiver); | let cmpResistance = Engine.QueryInterface(this.relics[i], IID_Resistance); | ||||
cmpDamageReceiver.SetInvulnerability(true); | cmpResistance.SetInvulnerability(true); | ||||
Stan: Shouldn't you check for that not being null ? | |||||
Done Inline Actionsjust a renaming™. wraitii: just a renaming™. | |||||
let cmpPositionRelic = Engine.QueryInterface(this.relics[i], IID_Position); | let cmpPositionRelic = Engine.QueryInterface(this.relics[i], IID_Position); | ||||
cmpPositionRelic.SetYRotation(randomAngle()); | cmpPositionRelic.SetYRotation(randomAngle()); | ||||
} | } | ||||
}; | }; | ||||
Trigger.prototype.CheckCaptureTheRelicVictory = function(data) | Trigger.prototype.CheckCaptureTheRelicVictory = function(data) | ||||
{ | { | ||||
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Wildfire Games · Phabricator
Shouldn't you check for that not being null ?