2021-12-05 17:54:36 +00:00
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#include "NpcCowboyServer.h"
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2022-06-23 08:26:44 +00:00
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#include "MissionState.h"
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2021-12-05 17:54:36 +00:00
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#include "InventoryComponent.h"
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void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)
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{
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if (missionID != 1880)
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{
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return;
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}
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr)
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{
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return;
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}
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if (missionState == MissionState::MISSION_STATE_COMPLETE_ACTIVE||
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missionState == MissionState::MISSION_STATE_ACTIVE ||
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missionState == MissionState::MISSION_STATE_AVAILABLE ||
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missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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{
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if (inventoryComponent->GetLotCount(14378) == 0)
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{
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2022-04-25 01:40:20 +00:00
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inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_NONE);
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2021-12-05 17:54:36 +00:00
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}
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}
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2022-02-07 20:45:56 +00:00
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else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)
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2021-12-05 17:54:36 +00:00
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{
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inventoryComponent->RemoveItem(14378, 1);
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}
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}
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