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fix: imaginite not being taken when starting shooting gallery (#1823)
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@@ -2,11 +2,9 @@
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#include "EntityManager.h"
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#include "ScriptedActivityComponent.h"
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ShootingGalleryComponent::ShootingGalleryComponent(Entity* parent) : Component(parent) {
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ShootingGalleryComponent::ShootingGalleryComponent(Entity* parent, int32_t activityID) : ActivityComponent(parent, activityID) {
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}
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ShootingGalleryComponent::~ShootingGalleryComponent() = default;
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void ShootingGalleryComponent::SetStaticParams(const StaticShootingGalleryParams& params) {
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m_StaticParams = params;
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}
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@@ -4,6 +4,7 @@
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include "ActivityComponent.h"
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/**
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* Parameters for the shooting gallery that change during playtime
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@@ -71,12 +72,11 @@ struct StaticShootingGalleryParams {
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* A very ancient component that was used to guide shooting galleries, it's still kind of used but a lot of logic is
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* also in the related scripts.
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*/
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class ShootingGalleryComponent final : public Component {
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class ShootingGalleryComponent final : public ActivityComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::SHOOTING_GALLERY;
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explicit ShootingGalleryComponent(Entity* parent);
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~ShootingGalleryComponent();
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explicit ShootingGalleryComponent(Entity* parent, int32_t activityID);
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void Serialize(RakNet::BitStream& outBitStream, bool isInitialUpdate) override;
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/**
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