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Add speedbase readling and writing to the level prograssion component and impli proper character versions for fixes (#856)
* Add speed base readling and writing to the level prograssion component Add retroactive fix to the world transfer TODO: see about versioning charxml fixes to make them not run every time * version all current changes * cleanup speed behavior add calculate for future use in scripts make < 1 speed multiplier possible tested wormholer and it plays anims correctly * cap the lower end of the speed multiplier until the ending the behavior on hit properly works * address feedback add emun for character version make set ignore multipliers consistent in speed behavior switch case for char version upgrades * remove the ability to stack speed boosts * update value on level ups
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@@ -56,6 +56,7 @@
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#include "Player.h"
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#include "PropertyManagementComponent.h"
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#include "AssetManager.h"
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#include "LevelProgressionComponent.h"
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#include "eBlueprintSaveResponseType.h"
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#include "ZCompression.h"
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@@ -993,9 +994,29 @@ void HandlePacket(Packet* packet) {
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player->GetComponent<CharacterComponent>()->RocketUnEquip(player);
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}
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c->SetRetroactiveFlags();
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// Do charxml fixes here
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auto* levelComponent = player->GetComponent<LevelProgressionComponent>();
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if (!levelComponent) return;
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player->RetroactiveVaultSize();
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auto version = levelComponent->GetCharacterVersion();
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switch(version) {
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case eCharacterVersion::RELEASE:
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// TODO: Implement, super low priority
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case eCharacterVersion::LIVE:
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Game::logger->Log("WorldServer", "Updating Character Flags");
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c->SetRetroactiveFlags();
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levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS);
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case eCharacterVersion::PLAYER_FACTION_FLAGS:
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Game::logger->Log("WorldServer", "Updating Vault Size");
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player->RetroactiveVaultSize();
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levelComponent->SetCharacterVersion(eCharacterVersion::VAULT_SIZE);
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case eCharacterVersion::VAULT_SIZE:
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Game::logger->Log("WorldServer", "Updaing Speedbase");
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levelComponent->SetRetroactiveBaseSpeed();
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levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE);
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case eCharacterVersion::UP_TO_DATE:
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break;
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}
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player->GetCharacter()->SetTargetScene("");
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