From 1fb1da101c904090de00cba7f4766f8a1bf101a8 Mon Sep 17 00:00:00 2001 From: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> Date: Sat, 19 Apr 2025 05:37:08 -0700 Subject: [PATCH] fix: multiple progression for shark mission (#1769) tested that mission progresses once and only once per death --- dScripts/ai/AG/ActSharkPlayerDeathTrigger.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/dScripts/ai/AG/ActSharkPlayerDeathTrigger.cpp b/dScripts/ai/AG/ActSharkPlayerDeathTrigger.cpp index 49fb6b87..6e16ea2a 100644 --- a/dScripts/ai/AG/ActSharkPlayerDeathTrigger.cpp +++ b/dScripts/ai/AG/ActSharkPlayerDeathTrigger.cpp @@ -9,9 +9,10 @@ void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sen auto missionComponent = sender->GetComponent(); if (!missionComponent) return; - missionComponent->Progress(eMissionTaskType::SCRIPT, 8419); - + // This check is only needed because dlu doesnt have proper collision checks on rotated phantom physics if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready + + missionComponent->Progress(eMissionTaskType::SCRIPT, 8419); if (sender->GetCharacter()) { sender->Smash(self->GetObjectID(), eKillType::VIOLENT, u"big-shark-death");