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Public release of the DLU server code!
Have fun!
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52
dGame/dBehaviors/ApplyBuffBehavior.cpp
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52
dGame/dBehaviors/ApplyBuffBehavior.cpp
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#include "ApplyBuffBehavior.h"
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#include "EntityManager.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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#include "BuffComponent.h"
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void ApplyBuffBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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auto* entity = EntityManager::Instance()->GetEntity(branch.target == LWOOBJID_EMPTY ? context->originator : branch.target);
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if (entity == nullptr) return;
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (buffComponent == nullptr) return;
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buffComponent->ApplyBuff(m_BuffId, m_Duration, context->originator, addImmunity, cancelOnDamaged, cancelOnDeath,
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cancelOnLogout, cancelonRemoveBuff, cancelOnUi, cancelOnUnequip, cancelOnZone);
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}
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void ApplyBuffBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch)
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{
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auto* entity = EntityManager::Instance()->GetEntity(branch.target);
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if (entity == nullptr) return;
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auto* buffComponent = entity->GetComponent<BuffComponent>();
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if (buffComponent == nullptr) return;
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buffComponent->RemoveBuff(m_BuffId);
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}
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void ApplyBuffBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
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{
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Handle(context, bitStream, branch);
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}
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void ApplyBuffBehavior::Load()
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{
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m_BuffId = GetInt("buff_id");
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m_Duration = GetFloat("duration_secs");
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addImmunity = GetBoolean("add_immunity");
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cancelOnDamaged = GetBoolean("cancel_on_damaged");
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cancelOnDeath = GetBoolean("cancel_on_death");
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cancelOnLogout = GetBoolean("cancel_on_logout");
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cancelonRemoveBuff = GetBoolean("cancel_on_remove_buff");
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cancelOnUi = GetBoolean("cancel_on_ui");
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cancelOnUnequip = GetBoolean("cancel_on_unequip");
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cancelOnZone = GetBoolean("cancel_on_zone");
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}
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