Public release of the DLU server code!

Have fun!
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2021-12-05 18:54:36 +01:00
parent 5f7270e4ad
commit 0545adfac3
1146 changed files with 368646 additions and 1 deletions

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#include "BaseInteractDropLootServer.h"
#include "Loot.h"
#include "GameMessages.h"
void BaseInteractDropLootServer::OnUse(Entity* self, Entity* user)
{
BaseUse(self, user);
}
void BaseInteractDropLootServer::BaseUse(Entity* self, Entity* user)
{
auto cooldownTime = self->GetVar<float>(u"cooldownTime");
if (cooldownTime == 0) cooldownTime = 5;
uint32_t lootMatrix = self->GetVar<int32_t>(u"UseLootMatrix");
if (lootMatrix == 0) lootMatrix = self->GetVar<int32_t>(u"smashable_loot_matrix");
if (lootMatrix == 0) lootMatrix = 715;
auto useSound = self->GetVar<std::string>(u"sound1");
if (!useSound.empty())
{
GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), useSound);
}
self->SetNetworkVar(u"bInUse", true);
Loot::DropLoot(user, self, lootMatrix, 0, 0);
self->AddCallbackTimer(cooldownTime, [this, self] () {
self->SetNetworkVar(u"bInUse", false);
});
}