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https://github.com/DarkflameUniverse/DarkflameServer.git
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format codebase
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@@ -2,42 +2,41 @@
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#include "Character.h"
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#include "MissionComponent.h"
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void FvFreeGfNinjas::OnMissionDialogueOK(Entity *self, Entity *target, int missionID, MissionState missionState) {
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if (missionID == 705 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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void FvFreeGfNinjas::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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if (missionID == 705 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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missionComponent->AcceptMission(701);
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missionComponent->AcceptMission(702);
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missionComponent->AcceptMission(703);
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missionComponent->AcceptMission(704);
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missionComponent->AcceptMission(701);
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missionComponent->AcceptMission(702);
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missionComponent->AcceptMission(703);
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missionComponent->AcceptMission(704);
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auto* character = target->GetCharacter();
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if (character != nullptr)
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character->SetPlayerFlag(68, true);
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} else if (missionID == 786) {
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auto* character = target->GetCharacter();
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if (character != nullptr)
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character->SetPlayerFlag(81, true);
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}
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auto* character = target->GetCharacter();
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if (character != nullptr)
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character->SetPlayerFlag(68, true);
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} else if (missionID == 786) {
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auto* character = target->GetCharacter();
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if (character != nullptr)
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character->SetPlayerFlag(81, true);
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}
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}
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void FvFreeGfNinjas::OnUse(Entity* self, Entity* user)
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{
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// To allow player who already have the mission to progress.
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auto* missionComponent = user->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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void FvFreeGfNinjas::OnUse(Entity* self, Entity* user) {
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// To allow player who already have the mission to progress.
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auto* missionComponent = user->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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return;
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if (missionComponent->GetMissionState(705) == MissionState::MISSION_STATE_ACTIVE) {
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auto* character = user->GetCharacter();
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if (character != nullptr)
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character->SetPlayerFlag(68, true);
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if (missionComponent->GetMissionState(705) == MissionState::MISSION_STATE_ACTIVE) {
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auto* character = user->GetCharacter();
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if (character != nullptr)
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character->SetPlayerFlag(68, true);
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missionComponent->AcceptMission(701, true);
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missionComponent->AcceptMission(702, true);
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missionComponent->AcceptMission(703, true);
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missionComponent->AcceptMission(704, true);
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}
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missionComponent->AcceptMission(701, true);
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missionComponent->AcceptMission(702, true);
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missionComponent->AcceptMission(703, true);
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missionComponent->AcceptMission(704, true);
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}
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}
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