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https://github.com/DarkflameUniverse/DarkflameServer.git
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commit
53242ad5d5
@ -8,7 +8,6 @@ class AMFArrayValue;
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/**
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/**
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* @brief Sent when a player moves a Behavior A at position B to their inventory.
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* @brief Sent when a player moves a Behavior A at position B to their inventory.
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*/
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*/
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#pragma warning("This Control Behavior Message does not have a test yet. Non-developers can ignore this warning.")
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class MoveToInventoryMessage : public BehaviorMessageBase {
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class MoveToInventoryMessage : public BehaviorMessageBase {
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public:
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public:
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MoveToInventoryMessage(const AMFArrayValue& arguments);
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MoveToInventoryMessage(const AMFArrayValue& arguments);
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@ -137,7 +137,7 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
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return inventoryComponent->GetLotCount(value) >= count;
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return inventoryComponent->GetLotCount(value) >= count;
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case PreconditionType::DoesNotHaveItem:
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case PreconditionType::DoesNotHaveItem:
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return inventoryComponent->IsEquipped(value) < count;
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return inventoryComponent->IsEquipped(value) && count > 0;
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case PreconditionType::HasAchievement:
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case PreconditionType::HasAchievement:
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if (missionComponent == nullptr) return false;
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if (missionComponent == nullptr) return false;
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return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
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return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
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