DarkflameServer/dScripts/Darkitect.cpp

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#include "Darkitect.h"
#include "MissionComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "GameMessages.h"
#include "Character.h"
#include "eMissionState.h"
void Darkitect::Reveal(Entity* self, Entity* player) {
const auto playerID = player->GetObjectID();
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"reveal", 0, 0, playerID, "", player->GetSystemAddress());
self->AddCallbackTimer(20, [this, self, playerID]() {
auto* player = Game::entityManager->GetEntity(playerID);
if (!player) return;
auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
auto* missionComponent = player->GetComponent<MissionComponent>();
auto* character = player->GetCharacter();
if (destroyableComponent != nullptr && missionComponent != nullptr && character != nullptr) {
destroyableComponent->SetArmor(0);
destroyableComponent->SetHealth(1);
destroyableComponent->SetImagination(0);
if (missionComponent->GetMissionState(1295) == eMissionState::ACTIVE) {
character->SetPlayerFlag(1911, true);
}
Game::entityManager->SerializeEntity(player);
}
});
}