2021-12-05 17:54:36 +00:00
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#include "NpcCowboyServer.h"
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2022-07-05 06:00:10 +00:00
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#include "eMissionState.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, eMissionState missionState) {
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if (missionID != 1880) {
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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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return;
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}
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if (missionState == eMissionState::COMPLETE_ACTIVE ||
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missionState == eMissionState::ACTIVE ||
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missionState == eMissionState::AVAILABLE ||
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missionState == eMissionState::COMPLETE_AVAILABLE) {
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if (inventoryComponent->GetLotCount(14378) == 0) {
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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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2022-02-07 20:45:56 +00:00
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} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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2021-12-05 17:54:36 +00:00
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inventoryComponent->RemoveItem(14378, 1);
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}
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}
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