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Make loot accurate to the loot drop rates during live. (#216)
* loot fix (broken) * Fixed loot * Update SlashCommandHandler.cpp * Remove debug command * Roll loot command * Remove debug log * Added const references When this commit is applied it adds const references to the loot system avoid some unnecessary copies. Co-authored-by: wincent <wincent.holm@gmail.com> Co-authored-by: Avery <averysumner@gmail.com>
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@@ -783,12 +783,12 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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if (member == nullptr) continue;
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Loot::DropLoot(member, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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LootGenerator::Instance().DropLoot(member, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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}
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}
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else
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{
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Loot::DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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LootGenerator::Instance().DropLoot(owner, m_Parent, GetLootMatrixID(), GetMinCoins(), GetMaxCoins());
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}
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}
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}
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@@ -815,7 +815,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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coinsTotal -= coinsToLoose;
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Loot::DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
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LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLoose, coinsToLoose);
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}
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character->SetCoins(coinsTotal);
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@@ -392,7 +392,7 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity *player,
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// Calculate the score, different loot depending on player count
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const auto score = m_LoadedPlayers * 10 + data->finished;
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Loot::GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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LootGenerator::Instance().GiveActivityLoot(player, m_Parent, m_ActivityID, score);
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// Giving rewards
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GameMessages::SendNotifyRacingClient(
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@@ -452,7 +452,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_ActivityId);
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}
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Loot::DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
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}
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m_Builder = LWOOBJID_EMPTY;
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@@ -524,7 +524,7 @@ void ActivityInstance::RewardParticipant(Entity* participant) {
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maxCoins = currencyTable[0].maxvalue;
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}
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Loot::DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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LootGenerator::Instance().DropLoot(participant, m_Parent, activityRewards[0].LootMatrixIndex, minCoins, maxCoins);
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}
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}
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