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fix: not exiting shooting gallery when clicking activity close button
Fixes #436 Fixes crash when replaying as well
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@@ -677,6 +677,9 @@ void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const System
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case eGameMessageType::ZONE_SUMMARY_DISMISSED:
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GameMessages::HandleZoneSummaryDismissed(inStream, entity);
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break;
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case eGameMessageType::REQUEST_ACTIVITY_EXIT:
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GameMessages::HandleRequestActivityExit(inStream, entity);
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break;
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default:
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// Game::logger->Log("GameMessageHandler", "Unknown game message ID: %i", messageID);
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break;
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@@ -91,6 +91,7 @@
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#include "eReplicaComponentType.h"
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#include "eClientMessageType.h"
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#include "eGameMessageType.h"
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#include "ActivityManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDObjectsTable.h"
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@@ -6204,3 +6205,18 @@ void GameMessages::SendShowBillboardInteractIcon(const SystemAddress& sysAddr, L
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if (sysAddr == UNASSIGNED_SYSTEM_ADDRESS) SEND_PACKET_BROADCAST
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else SEND_PACKET
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}
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void GameMessages::HandleRequestActivityExit(RakNet::BitStream* inStream, Entity* entity) {
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bool canceled = false;
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inStream->Read(canceled);
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if (!canceled) return;
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LWOOBJID player_id = LWOOBJID_EMPTY;
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inStream->Read(player_id);
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auto player = EntityManager::Instance()->GetEntity(player_id);
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if (!entity || !player) return;
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for (auto* shootingGallery : EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SHOOTING_GALLERY)) {
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shootingGallery->RequestActivityExit(entity, player_id, true);
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}
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}
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@@ -648,6 +648,7 @@ namespace GameMessages {
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void SendDeactivateBubbleBuffFromServer(LWOOBJID objectId, const SystemAddress& sysAddr);
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void HandleZoneSummaryDismissed(RakNet::BitStream* inStream, Entity* entity);
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void HandleRequestActivityExit(RakNet::BitStream* inStream, Entity* entity);
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};
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#endif // GAMEMESSAGES_H
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