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rename possessor to possession
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@@ -72,7 +72,7 @@
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#include "ModuleAssemblyComponent.h"
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#include "RenderComponent.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "PossessionComponent.h"
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#include "VehicleRacingControlComponent.h"
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#include "RailActivatorComponent.h"
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#include "LevelProgressionComponent.h"
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@@ -4053,21 +4053,21 @@ void GameMessages::HandleDismountComplete(RakNet::BitStream* inStream, Entity* e
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// If we aren't possessing somethings, the don't do anything
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if (objectId != LWOOBJID_EMPTY) {
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auto* possessorComponent = entity->GetComponent<PossessorComponent>();
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auto* possessionComponent = entity->GetComponent<PossessionComponent>();
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auto* mount = EntityManager::Instance()->GetEntity(objectId);
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// make sure we have the things we need and they aren't null
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if (possessorComponent && mount) {
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if (!possessorComponent->GetIsDismounting()) return;
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possessorComponent->SetIsDismounting(false);
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possessorComponent->SetPossessable(LWOOBJID_EMPTY);
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possessorComponent->SetPossessableType(ePossessionType::NO_POSSESSION);
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if (possessionComponent && mount) {
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if (!possessionComponent->GetIsDismounting()) return;
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possessionComponent->SetIsDismounting(false);
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possessionComponent->SetPossessable(LWOOBJID_EMPTY);
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possessionComponent->SetPossessableType(ePossessionType::NO_POSSESSION);
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// character related things
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auto* character = entity->GetComponent<CharacterComponent>();
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if (character) {
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// If we had an active item turn it off
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if (possessorComponent->GetMountItemID() != LWOOBJID_EMPTY) GameMessages::SendMarkInventoryItemAsActive(entity->GetObjectID(), false, eUnequippableActiveType::MOUNT, possessorComponent->GetMountItemID(), entity->GetSystemAddress());
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possessorComponent->SetMountItemID(LWOOBJID_EMPTY);
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if (possessionComponent->GetMountItemID() != LWOOBJID_EMPTY) GameMessages::SendMarkInventoryItemAsActive(entity->GetObjectID(), false, eUnequippableActiveType::MOUNT, possessionComponent->GetMountItemID(), entity->GetSystemAddress());
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possessionComponent->SetMountItemID(LWOOBJID_EMPTY);
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}
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// Set that the controllabel phsyics comp is teleporting
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