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fix: imaginite not being taken when starting shooting gallery (#1823)
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@@ -50,6 +50,8 @@ void NjMonastryBossInstance::OnPlayerLoaded(Entity* self, Entity* player) {
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// Join the player in the activity
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UpdatePlayer(self, player->GetObjectID());
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TakeActivityCost(self, player->GetObjectID());
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// Buff the player
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auto* destroyableComponent = player->GetComponent<DestroyableComponent>();
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if (destroyableComponent != nullptr) {
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@@ -6,6 +6,7 @@
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#include <algorithm>
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#include "Logger.h"
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#include "Loot.h"
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#include "ShootingGalleryComponent.h"
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bool ActivityManager::IsPlayerInActivity(Entity* self, LWOOBJID playerID) {
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const auto* sac = self->GetComponent<ScriptedActivityComponent>();
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@@ -93,15 +94,16 @@ void ActivityManager::SaveScore(Entity* self, const LWOOBJID playerID, const flo
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}
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bool ActivityManager::TakeActivityCost(const Entity* self, const LWOOBJID playerID) {
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auto* sac = self->GetComponent<ScriptedActivityComponent>();
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if (sac == nullptr)
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return false;
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ActivityComponent* activityComponent = self->GetComponent<ScriptedActivityComponent>();
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if (activityComponent == nullptr) {
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activityComponent = self->GetComponent<ShootingGalleryComponent>();
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}
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auto* player = Game::entityManager->GetEntity(playerID);
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if (player == nullptr)
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return false;
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return sac->TakeCost(player);
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return activityComponent->TakeCost(player);
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}
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uint32_t ActivityManager::CalculateActivityRating(Entity* self, const LWOOBJID playerID) {
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