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fix: imaginite on racing minigames and add null checks (#1958)
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@@ -325,9 +325,8 @@ bool ActivityComponent::CheckCost(Entity* player) const {
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}
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bool ActivityComponent::TakeCost(Entity* player) const {
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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return CheckCost(player) && inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount, eInventoryType::ALL);
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return CheckCost(player) && inventoryComponent && inventoryComponent->RemoveItem(m_ActivityInfo.optionalCostLOT, m_ActivityInfo.optionalCostCount, eInventoryType::ALL);
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}
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void ActivityComponent::PlayerReady(Entity* player, bool bReady) {
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@@ -33,7 +33,7 @@
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#endif
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RacingControlComponent::RacingControlComponent(Entity* parent, const int32_t componentID)
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: Component(parent, componentID) {
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: ActivityComponent(parent, componentID) {
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m_PathName = u"MainPath";
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m_NumberOfLaps = 3;
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m_RemainingLaps = m_NumberOfLaps;
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@@ -70,7 +70,7 @@ void RacingControlComponent::OnPlayerLoaded(Entity* player) {
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auto* vehicle = inventoryComponent->FindItemByLot(8092);
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// If the race has already started, send the player back to the main world.
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if (m_Loaded || !vehicle) {
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if (m_Loaded || !vehicle || !TakeCost(player)) {
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auto* characterComponent = player->GetComponent<CharacterComponent>();
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if (characterComponent) characterComponent->SendToZone(m_MainWorld);
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return;
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@@ -6,7 +6,7 @@
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#include "BitStream.h"
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#include "Entity.h"
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#include "Component.h"
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#include "ActivityComponent.h"
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#include "eReplicaComponentType.h"
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#include <chrono>
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@@ -104,7 +104,7 @@ struct RacingPlayerInfo {
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/**
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* Component that's attached to a manager entity in each race zone that loads player vehicles, keep scores, etc.
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*/
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class RacingControlComponent final : public Component {
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class RacingControlComponent final : public ActivityComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::RACING_CONTROL;
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