feat: Add GetComponents(Mut) functions to Entity (#1842)

Allows for a really neat way of getting components using structured binding.  Tested that powerups still function

do it again because its neat
This commit is contained in:
David Markowitz
2025-07-01 05:26:05 -07:00
committed by GitHub
parent 9524198044
commit 5e9fe40bec
3 changed files with 21 additions and 9 deletions

View File

@@ -6165,12 +6165,9 @@ void GameMessages::HandleRemoveDonationItem(RakNet::BitStream& inStream, Entity*
}
void GameMessages::HandleConfirmDonationOnPlayer(RakNet::BitStream& inStream, Entity* entity) {
auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
if (!inventoryComponent) return;
auto* missionComponent = entity->GetComponent<MissionComponent>();
if (!missionComponent) return;
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (!characterComponent || !characterComponent->GetCurrentInteracting()) return;
const auto [inventoryComponent, missionComponent, characterComponent] = entity->GetComponentsMut<InventoryComponent, MissionComponent, CharacterComponent>();
if (!inventoryComponent || !missionComponent || !characterComponent || !characterComponent->GetCurrentInteracting()) return;
auto* donationEntity = Game::entityManager->GetEntity(characterComponent->GetCurrentInteracting());
if (!donationEntity) return;
auto* donationVendorComponent = donationEntity->GetComponent<DonationVendorComponent>();