DarkflameServer/dGame/dComponents/MultiZoneEntranceComponent.cpp

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#include "MultiZoneEntranceComponent.h"
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#include "RocketLaunchpadControlComponent.h"
#include "InventoryComponent.h"
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#include "CharacterComponent.h"
MultiZoneEntranceComponent::MultiZoneEntranceComponent(Entity* parent) : Component(parent) {
m_OwningEntity = parent;
std::string zoneString = GeneralUtils::UTF16ToWTF8(m_OwningEntity->GetVar<std::u16string>(u"MultiZoneIDs"));
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std::stringstream ss(zoneString);
for (int i; ss >> i;) {
m_LUPWorlds.push_back(i);
if (ss.peek() == ';')
ss.ignore();
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}
}
MultiZoneEntranceComponent::~MultiZoneEntranceComponent() {}
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void MultiZoneEntranceComponent::OnUse(Entity* originator) {
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auto rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
if (!rocket) return;
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// the LUP world menu is just the property menu, the client knows how to handle it
GameMessages::SendPropertyEntranceBegin(m_OwningEntity->GetObjectID(), m_OwningEntity->GetSystemAddress());
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}
void MultiZoneEntranceComponent::OnSelectWorld(Entity* originator, uint32_t index) {
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auto rocketLaunchpadControlComponent = m_OwningEntity->GetComponent<RocketLaunchpadControlComponent>();
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if (!rocketLaunchpadControlComponent) return;
rocketLaunchpadControlComponent->Launch(originator, m_LUPWorlds[index], 0);
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}