feat: implement a bunch of basic scripts that don't really do anything

None of these do anything noticeable or break anything
This commit is contained in:
David Markowitz
2026-06-16 00:55:56 -07:00
parent c0d055e66e
commit 26f388eaed
6 changed files with 34 additions and 4 deletions

View File

@@ -1,3 +1,4 @@
set(DSCRIPTS_SOURCES_02_SERVER_DLU
"DLUVanityTeleportingObject.cpp"
"RegisterWithZoneControl.cpp"
PARENT_SCOPE)

View File

@@ -0,0 +1,8 @@
#include "RegisterWithZoneControl.h"
void RegisterWithZoneControl::OnStartup(Entity* self) {
GameMessages::ObjectLoaded objLoaded;
objLoaded.objectID = self->GetObjectID();
objLoaded.lot = self->GetLOT();
objLoaded.Send(Game::entityManager->GetZoneControlEntity()->GetObjectID());
}

View File

@@ -0,0 +1,6 @@
#include "CppScripts.h"
class RegisterWithZoneControl : public CppScripts::Script {
public:
void OnStartup(Entity* self) override;
};

View File

@@ -13,7 +13,6 @@ void ResetMissions(Entity& user) {
}
void OldManNPC::OnUse(Entity* self, Entity* user) {
LOG("");
const auto* const missionComponent = user->GetComponent<MissionComponent>();
if (!missionComponent) return;
@@ -24,7 +23,6 @@ void OldManNPC::OnUse(Entity* self, Entity* user) {
}
const auto missionState = mission->GetMissionState();
LOG("mission state %i", missionState);
if (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE) {
ResetMissions(*user);
}