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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-06-17 12:14:21 +00:00
feat: implement a bunch of basic scripts that don't really do anything
None of these do anything noticeable or break anything
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@@ -1,3 +1,4 @@
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set(DSCRIPTS_SOURCES_02_SERVER_DLU
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"DLUVanityTeleportingObject.cpp"
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"RegisterWithZoneControl.cpp"
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PARENT_SCOPE)
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8
dScripts/02_server/DLU/RegisterWithZoneControl.cpp
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8
dScripts/02_server/DLU/RegisterWithZoneControl.cpp
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@@ -0,0 +1,8 @@
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#include "RegisterWithZoneControl.h"
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void RegisterWithZoneControl::OnStartup(Entity* self) {
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GameMessages::ObjectLoaded objLoaded;
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objLoaded.objectID = self->GetObjectID();
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objLoaded.lot = self->GetLOT();
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objLoaded.Send(Game::entityManager->GetZoneControlEntity()->GetObjectID());
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}
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6
dScripts/02_server/DLU/RegisterWithZoneControl.h
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6
dScripts/02_server/DLU/RegisterWithZoneControl.h
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@@ -0,0 +1,6 @@
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#include "CppScripts.h"
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class RegisterWithZoneControl : public CppScripts::Script {
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public:
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void OnStartup(Entity* self) override;
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};
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@@ -13,7 +13,6 @@ void ResetMissions(Entity& user) {
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}
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void OldManNPC::OnUse(Entity* self, Entity* user) {
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LOG("");
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const auto* const missionComponent = user->GetComponent<MissionComponent>();
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if (!missionComponent) return;
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@@ -24,7 +23,6 @@ void OldManNPC::OnUse(Entity* self, Entity* user) {
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}
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const auto missionState = mission->GetMissionState();
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LOG("mission state %i", missionState);
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if (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE) {
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ResetMissions(*user);
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}
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