mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
This commit is contained in:
@@ -248,7 +248,7 @@ void BaseCombatAIComponent::CalculateCombat(const float deltaTime) {
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if (rebuild != nullptr) {
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const auto state = rebuild->GetState();
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if (state != REBUILD_COMPLETED) {
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if (state != eRebuildState::COMPLETED) {
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return;
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}
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}
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@@ -566,7 +566,7 @@ bool BaseCombatAIComponent::IsEnemy(LWOOBJID target) const {
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if (quickbuild != nullptr) {
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const auto state = quickbuild->GetState();
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if (state != REBUILD_COMPLETED) {
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if (state != eRebuildState::COMPLETED) {
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return false;
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}
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}
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@@ -15,6 +15,7 @@
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#include "Item.h"
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#include "AMFFormat.h"
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#include "eGameMasterLevel.h"
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#include "eGameActivity.h"
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CharacterComponent::CharacterComponent(Entity* parent, Character* character) : Component(parent) {
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m_Character = character;
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@@ -35,7 +36,7 @@ CharacterComponent::CharacterComponent(Entity* parent, Character* character) : C
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m_EditorLevel = m_GMLevel;
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m_Reputation = 0;
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m_CurrentActivity = 0;
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m_CurrentActivity = eGameActivity::NONE;
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m_CountryCode = 0;
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m_LastUpdateTimestamp = std::time(nullptr);
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}
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@@ -11,6 +11,8 @@
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#include "tinyxml2.h"
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#include "eReplicaComponentType.h"
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enum class eGameActivity : uint32_t;
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/**
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* The statistics that can be achieved per zone
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*/
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@@ -112,13 +114,13 @@ public:
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* Gets the current activity that the character is partaking in, see ScriptedActivityComponent for more details
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* @return the current activity that the character is partaking in
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*/
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const uint32_t GetCurrentActivity() const { return m_CurrentActivity; }
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const eGameActivity GetCurrentActivity() const { return m_CurrentActivity; }
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/**
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* Set the current activity of the character, see ScriptedActivityComponent for more details
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* @param currentActivity the activity to set
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*/
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void SetCurrentActivity(uint32_t currentActivity) { m_CurrentActivity = currentActivity; m_DirtyCurrentActivity = true; }
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void SetCurrentActivity(eGameActivity currentActivity) { m_CurrentActivity = currentActivity; m_DirtyCurrentActivity = true; }
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/**
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* Gets if the entity is currently racing
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@@ -353,7 +355,7 @@ private:
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/**
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* The ID of the curently active activity
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*/
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int m_CurrentActivity;
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eGameActivity m_CurrentActivity;
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/**
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* Whether the social info has been changed
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@@ -13,6 +13,7 @@
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#include "Character.h"
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#include "dZoneManager.h"
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#include "LevelProgressionComponent.h"
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#include "eStateChangeType.h"
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : Component(entity) {
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m_Position = {};
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@@ -14,6 +14,7 @@
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class Entity;
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class dpEntity;
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enum class eStateChangeType : uint32_t;
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/**
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* Handles the movement of controllable Entities, e.g. enemies and players
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@@ -33,6 +33,8 @@
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#include "dZoneManager.h"
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#include "WorldConfig.h"
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eGameActivity.h"
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#include "CDComponentsRegistryTable.h"
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@@ -468,7 +470,7 @@ bool DestroyableComponent::IsKnockbackImmune() const {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivities::ACTIVITY_QUICKBUILDING) {
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if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
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const auto hasPassive = inventoryComponent->HasAnyPassive({
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eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
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eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
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@@ -514,7 +516,7 @@ bool DestroyableComponent::CheckValidity(const LWOOBJID target, const bool ignor
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if (targetQuickbuild != nullptr) {
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const auto state = targetQuickbuild->GetState();
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if (state != REBUILD_COMPLETED) {
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if (state != eRebuildState::COMPLETED) {
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return false;
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}
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}
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@@ -803,7 +805,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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coinsTotal -= coinsToLose;
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LootGenerator::Instance().DropLoot(m_Parent, m_Parent, -1, coinsToLose, coinsToLose);
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character->SetCoins(coinsTotal, eLootSourceType::LOOT_SOURCE_PICKUP);
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character->SetCoins(coinsTotal, eLootSourceType::PICKUP);
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}
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}
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@@ -992,7 +994,7 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
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auto uscoreToLose = uscore * (EntityManager::Instance()->GetHardcoreLoseUscoreOnDeathPercent() / 100);
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character->SetUScore(uscore - uscoreToLose);
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GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::LOOT_SOURCE_MISSION);
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GameMessages::SendModifyLEGOScore(m_Parent, m_Parent->GetSystemAddress(), -uscoreToLose, eLootSourceType::MISSION);
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if (EntityManager::Instance()->GetHardcoreDropinventoryOnDeath()) {
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//drop all items from inventory:
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@@ -1023,7 +1025,7 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
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auto coins = chars->GetCoins();
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//lose all coins:
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chars->SetCoins(0, eLootSourceType::LOOT_SOURCE_NONE);
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chars->SetCoins(0, eLootSourceType::NONE);
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//drop all coins:
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GameMessages::SendDropClientLoot(m_Parent, source, LOT_NULL, coins, m_Parent->GetPosition());
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@@ -1047,7 +1049,7 @@ void DestroyableComponent::DoHardcoreModeDrops(const LWOOBJID source){
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int uscore = maxHealth * EntityManager::Instance()->GetHardcoreUscoreEnemiesMultiplier();
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playerStats->SetUScore(playerStats->GetUScore() + uscore);
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GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::LOOT_SOURCE_MISSION);
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GameMessages::SendModifyLEGOScore(player, player->GetSystemAddress(), uscore, eLootSourceType::MISSION);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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}
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@@ -11,6 +11,7 @@
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namespace CppScripts {
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class Script;
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}; //! namespace CppScripts
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enum class eStateChangeType : uint32_t;
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/**
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* Represents the stats of an entity, for example its health, imagination and armor. Also handles factions, which
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@@ -29,6 +29,8 @@
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#include "eUnequippableActiveType.h"
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#include "CppScripts.h"
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#include "eMissionTaskType.h"
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#include "eStateChangeType.h"
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#include "eUseItemResponse.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDInventoryComponentTable.h"
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@@ -356,7 +358,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
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left -= delta;
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AddItem(lot, delta, eLootSourceType::LOOT_SOURCE_NONE, inventory, {}, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, false, preferredSlot);
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AddItem(lot, delta, eLootSourceType::NONE, inventory, {}, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, false, preferredSlot);
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item->SetCount(item->GetCount() - delta, false, false);
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@@ -371,7 +373,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
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const auto delta = std::min<uint32_t>(item->GetCount(), count);
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AddItem(lot, delta, eLootSourceType::LOOT_SOURCE_NONE, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, subkey, origin->GetType(), 0, item->GetBound(), preferredSlot);
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AddItem(lot, delta, eLootSourceType::NONE, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, subkey, origin->GetType(), 0, item->GetBound(), preferredSlot);
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item->SetCount(item->GetCount() - delta, false, false);
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}
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@@ -1247,7 +1249,7 @@ void InventoryComponent::SpawnPet(Item* item) {
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auto destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
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if (Game::config->GetValue("pets_take_imagination") == "1" && destroyableComponent && destroyableComponent->GetImagination() <= 0) {
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GameMessages::SendUseItemRequirementsResponse(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), UseItemResponse::NoImaginationForPet);
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GameMessages::SendUseItemRequirementsResponse(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), eUseItemResponse::NoImaginationForPet);
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return;
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}
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@@ -21,6 +21,7 @@
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#include "PossessorComponent.h"
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#include "eInventoryType.h"
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#include "eReplicaComponentType.h"
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#include "eLootSourceType.h"
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class Entity;
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class ItemSet;
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@@ -99,7 +100,7 @@ public:
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void AddItem(
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LOT lot,
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uint32_t count,
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eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE,
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eLootSourceType lootSourceType = eLootSourceType::NONE,
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eInventoryType inventoryType = INVALID,
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const std::vector<LDFBaseData*>& config = {},
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LWOOBJID parent = LWOOBJID_EMPTY,
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@@ -59,7 +59,7 @@ void LevelProgressionComponent::HandleLevelUp() {
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for (auto* reward : rewards) {
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switch (reward->rewardType) {
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case 0:
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inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
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inventoryComponent->AddItem(reward->value, reward->count, eLootSourceType::LEVEL_REWARD);
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break;
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case 4:
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{
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@@ -15,6 +15,10 @@
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#include "PetDigServer.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "eUnequippableActiveType.h"
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#include "eTerminateType.h"
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#include "ePetTamingNotifyType.h"
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#include "eUseItemResponse.h"
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#include "ePlayerFlag.h"
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#include "Game.h"
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#include "dConfig.h"
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@@ -33,7 +37,7 @@ std::unordered_map<LWOOBJID, LWOOBJID> PetComponent::activePets{};
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* Maps all the pet lots to a flag indicating that the player has caught it. All basic pets have been guessed by ObjID
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* while the faction ones could be checked using their respective missions.
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*/
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std::map<LOT, uint32_t> PetComponent::petFlags = {
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std::map<LOT, int32_t> PetComponent::petFlags = {
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{ 3050, 801 }, // Elephant
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{ 3054, 803 }, // Cat
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{ 3195, 806 }, // Triceratops
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@@ -285,7 +289,7 @@ void PetComponent::OnUse(Entity* originator) {
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m_Parent->GetObjectID(),
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LWOOBJID_EMPTY,
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true,
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NOTIFY_TYPE_BEGIN,
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ePetTamingNotifyType::BEGIN,
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petPosition,
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position,
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rotation,
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@@ -297,7 +301,7 @@ void PetComponent::OnUse(Entity* originator) {
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LWOOBJID_EMPTY,
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originator->GetObjectID(),
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true,
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NOTIFY_TYPE_BEGIN,
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ePetTamingNotifyType::BEGIN,
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petPosition,
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position,
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rotation,
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@@ -313,7 +317,7 @@ void PetComponent::OnUse(Entity* originator) {
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// Notify the start of a pet taming minigame
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnNotifyPetTamingMinigame(m_Parent, originator, NOTIFY_TYPE_BEGIN);
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script->OnNotifyPetTamingMinigame(m_Parent, originator, ePetTamingNotifyType::BEGIN);
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}
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}
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@@ -566,7 +570,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
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GameMessages::SendRegisterPetDBID(m_Tamer, petSubKey, tamer->GetSystemAddress());
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inventoryComponent->AddItem(m_Parent->GetLOT(), 1, eLootSourceType::LOOT_SOURCE_ACTIVITY, eInventoryType::MODELS, {}, LWOOBJID_EMPTY, true, false, petSubKey);
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inventoryComponent->AddItem(m_Parent->GetLOT(), 1, eLootSourceType::ACTIVITY, eInventoryType::MODELS, {}, LWOOBJID_EMPTY, true, false, petSubKey);
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auto* item = inventoryComponent->FindItemBySubKey(petSubKey, MODELS);
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if (item == nullptr) {
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@@ -590,7 +594,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position) {
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LWOOBJID_EMPTY,
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LWOOBJID_EMPTY,
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false,
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NOTIFY_TYPE_NAMINGPET,
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ePetTamingNotifyType::NAMINGPET,
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NiPoint3::ZERO,
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NiPoint3::ZERO,
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NiQuaternion::IDENTITY,
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@@ -670,7 +674,7 @@ void PetComponent::RequestSetPetName(std::u16string name) {
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m_Parent->GetObjectID(),
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m_Tamer,
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false,
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NOTIFY_TYPE_SUCCESS,
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ePetTamingNotifyType::SUCCESS,
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NiPoint3::ZERO,
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NiPoint3::ZERO,
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NiQuaternion::IDENTITY,
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@@ -691,7 +695,7 @@ void PetComponent::RequestSetPetName(std::u16string name) {
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// Notify the end of a pet taming minigame
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnNotifyPetTamingMinigame(m_Parent, tamer, NOTIFY_TYPE_SUCCESS);
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script->OnNotifyPetTamingMinigame(m_Parent, tamer, ePetTamingNotifyType::SUCCESS);
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}
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}
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@@ -711,7 +715,7 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
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m_Parent->GetObjectID(),
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m_Tamer,
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false,
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NOTIFY_TYPE_QUIT,
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ePetTamingNotifyType::QUIT,
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NiPoint3::ZERO,
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NiPoint3::ZERO,
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NiQuaternion::IDENTITY,
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@@ -732,7 +736,7 @@ void PetComponent::ClientExitTamingMinigame(bool voluntaryExit) {
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// Notify the end of a pet taming minigame
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnNotifyPetTamingMinigame(m_Parent, tamer, NOTIFY_TYPE_QUIT);
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script->OnNotifyPetTamingMinigame(m_Parent, tamer, ePetTamingNotifyType::QUIT);
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}
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}
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@@ -762,7 +766,7 @@ void PetComponent::ClientFailTamingMinigame() {
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m_Parent->GetObjectID(),
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m_Tamer,
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false,
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NOTIFY_TYPE_FAILED,
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ePetTamingNotifyType::FAILED,
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NiPoint3::ZERO,
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NiPoint3::ZERO,
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NiQuaternion::IDENTITY,
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@@ -783,7 +787,7 @@ void PetComponent::ClientFailTamingMinigame() {
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// Notify the end of a pet taming minigame
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(m_Parent)) {
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script->OnNotifyPetTamingMinigame(m_Parent, tamer, NOTIFY_TYPE_FAILED);
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script->OnNotifyPetTamingMinigame(m_Parent, tamer, ePetTamingNotifyType::FAILED);
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}
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}
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@@ -884,7 +888,7 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
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EntityManager::Instance()->SerializeEntity(m_Parent);
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owner->GetCharacter()->SetPlayerFlag(69, true);
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owner->GetCharacter()->SetPlayerFlag(ePlayerFlag::FIRST_MANUAL_PET_HIBERNATE, true);
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if (registerPet) {
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GameMessages::SendAddPetToPlayer(m_Owner, 0, GeneralUtils::UTF8ToUTF16(m_Name), m_DatabaseId, m_Parent->GetLOT(), owner->GetSystemAddress());
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@@ -928,7 +932,7 @@ void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
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auto playerEntity = playerDestroyableComponent->GetParent();
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if (!playerEntity) return;
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GameMessages::SendUseItemRequirementsResponse(playerEntity->GetObjectID(), playerEntity->GetSystemAddress(), UseItemResponse::NoImaginationForPet);
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GameMessages::SendUseItemRequirementsResponse(playerEntity->GetObjectID(), playerEntity->GetSystemAddress(), eUseItemResponse::NoImaginationForPet);
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}
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this->AddDrainImaginationTimer(item);
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|
@@ -263,7 +263,7 @@ private:
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/**
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* Flags that indicate that a player has tamed a pet, indexed by the LOT of the pet
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*/
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static std::map<LOT, uint32_t> petFlags;
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static std::map<LOT, int32_t> petFlags;
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/**
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* The ID of the component in the pet component table
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|
@@ -4,6 +4,8 @@
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "eUnequippableActiveType.h"
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#include "eControlScheme.h"
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#include "eStateChangeType.h"
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PossessorComponent::PossessorComponent(Entity* parent) : Component(parent) {
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m_Possessable = LWOOBJID_EMPTY;
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@@ -78,5 +80,5 @@ void PossessorComponent::Dismount(Entity* mount, bool forceDismount) {
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if (characterComponent) characterComponent->SetIsRacing(false);
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}
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// Make sure we don't have wacky controls
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GameMessages::SendSetPlayerControlScheme(m_Parent, eControlSceme::SCHEME_A);
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GameMessages::SendSetPlayerControlScheme(m_Parent, eControlScheme::SCHEME_A);
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}
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|
@@ -476,7 +476,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
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settings.push_back(propertyObjectID);
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settings.push_back(modelType);
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inventoryComponent->AddItem(6662, 1, eLootSourceType::LOOT_SOURCE_DELETION, eInventoryType::MODELS_IN_BBB, settings, LWOOBJID_EMPTY, false, false, spawnerId);
|
||||
inventoryComponent->AddItem(6662, 1, eLootSourceType::DELETION, eInventoryType::MODELS_IN_BBB, settings, LWOOBJID_EMPTY, false, false, spawnerId);
|
||||
auto* item = inventoryComponent->FindItemBySubKey(spawnerId);
|
||||
|
||||
if (item == nullptr) {
|
||||
@@ -498,7 +498,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
|
||||
if (spawner != nullptr) {
|
||||
dZoneManager::Instance()->RemoveSpawner(spawner->m_Info.spawnerID);
|
||||
} else {
|
||||
model->Smash(SILENT);
|
||||
model->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
|
||||
}
|
||||
|
||||
item->SetCount(0, true, false, false);
|
||||
@@ -506,7 +506,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
|
||||
return;
|
||||
}
|
||||
|
||||
inventoryComponent->AddItem(model->GetLOT(), 1, eLootSourceType::LOOT_SOURCE_DELETION, INVALID, {}, LWOOBJID_EMPTY, false);
|
||||
inventoryComponent->AddItem(model->GetLOT(), 1, eLootSourceType::DELETION, INVALID, {}, LWOOBJID_EMPTY, false);
|
||||
|
||||
auto* item = inventoryComponent->FindItemByLot(model->GetLOT());
|
||||
|
||||
@@ -551,7 +551,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
|
||||
if (spawner != nullptr) {
|
||||
dZoneManager::Instance()->RemoveSpawner(spawner->m_Info.spawnerID);
|
||||
} else {
|
||||
model->Smash(SILENT);
|
||||
model->Smash(LWOOBJID_EMPTY, eKillType::SILENT);
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -311,7 +311,7 @@ void RacingControlComponent::OnRequestDie(Entity* player) {
|
||||
if (!racingPlayer.noSmashOnReload) {
|
||||
racingPlayer.smashedTimes++;
|
||||
GameMessages::SendDie(vehicle, vehicle->GetObjectID(), LWOOBJID_EMPTY, true,
|
||||
VIOLENT, u"", 0, 0, 90.0f, false, true, 0);
|
||||
eKillType::VIOLENT, u"", 0, 0, 90.0f, false, true, 0);
|
||||
|
||||
auto* destroyableComponent = vehicle->GetComponent<DestroyableComponent>();
|
||||
uint32_t respawnImagination = 0;
|
||||
@@ -765,7 +765,7 @@ void RacingControlComponent::Update(float deltaTime) {
|
||||
// be smashed by death plane
|
||||
if (vehiclePosition.y < -500) {
|
||||
GameMessages::SendDie(vehicle, m_Parent->GetObjectID(),
|
||||
LWOOBJID_EMPTY, true, VIOLENT, u"", 0, 0, 0,
|
||||
LWOOBJID_EMPTY, true, eKillType::VIOLENT, u"", 0, 0, 0,
|
||||
true, false, 0);
|
||||
|
||||
OnRequestDie(playerEntity);
|
||||
|
@@ -7,6 +7,7 @@
|
||||
#include "RebuildComponent.h"
|
||||
#include "Game.h"
|
||||
#include "dLogger.h"
|
||||
#include "eStateChangeType.h"
|
||||
|
||||
RailActivatorComponent::RailActivatorComponent(Entity* parent, int32_t componentID) : Component(parent) {
|
||||
m_ComponentID = componentID;
|
||||
@@ -41,7 +42,7 @@ RailActivatorComponent::~RailActivatorComponent() = default;
|
||||
|
||||
void RailActivatorComponent::OnUse(Entity* originator) {
|
||||
auto* rebuildComponent = m_Parent->GetComponent<RebuildComponent>();
|
||||
if (rebuildComponent != nullptr && rebuildComponent->GetState() != REBUILD_COMPLETED)
|
||||
if (rebuildComponent != nullptr && rebuildComponent->GetState() != eRebuildState::COMPLETED)
|
||||
return;
|
||||
|
||||
if (rebuildComponent != nullptr) {
|
||||
|
@@ -9,6 +9,9 @@
|
||||
#include "MissionComponent.h"
|
||||
#include "eMissionTaskType.h"
|
||||
#include "eTriggerEventType.h"
|
||||
#include "eQuickBuildFailReason.h"
|
||||
#include "eTerminateType.h"
|
||||
#include "eGameActivity.h"
|
||||
|
||||
#include "dServer.h"
|
||||
#include "PacketUtils.h"
|
||||
@@ -47,7 +50,7 @@ RebuildComponent::~RebuildComponent() {
|
||||
|
||||
Entity* builder = GetBuilder();
|
||||
if (builder) {
|
||||
CancelRebuild(builder, eFailReason::REASON_BUILD_ENDED, true);
|
||||
CancelRebuild(builder, eQuickBuildFailReason::BUILD_ENDED, true);
|
||||
}
|
||||
|
||||
DespawnActivator();
|
||||
@@ -66,7 +69,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
|
||||
// If build state is completed and we've already serialized once in the completed state,
|
||||
// don't serializing this component anymore as this will cause the build to jump again.
|
||||
// If state changes, serialization will begin again.
|
||||
if (!m_StateDirty && m_State == REBUILD_COMPLETED) {
|
||||
if (!m_StateDirty && m_State == eRebuildState::COMPLETED) {
|
||||
outBitStream->Write0();
|
||||
outBitStream->Write0();
|
||||
return;
|
||||
@@ -90,7 +93,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
|
||||
|
||||
outBitStream->Write1();
|
||||
|
||||
outBitStream->Write<uint32_t>(m_State);
|
||||
outBitStream->Write(m_State);
|
||||
|
||||
outBitStream->Write(m_ShowResetEffect);
|
||||
outBitStream->Write(m_Activator != nullptr);
|
||||
@@ -120,7 +123,7 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
}*/
|
||||
|
||||
switch (m_State) {
|
||||
case REBUILD_OPEN: {
|
||||
case eRebuildState::OPEN: {
|
||||
SpawnActivator();
|
||||
m_TimeBeforeDrain = 0;
|
||||
|
||||
@@ -150,7 +153,7 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
|
||||
break;
|
||||
}
|
||||
case REBUILD_COMPLETED: {
|
||||
case eRebuildState::COMPLETED: {
|
||||
m_Timer += deltaTime;
|
||||
|
||||
// For reset times < 0 this has to be handled manually
|
||||
@@ -172,7 +175,7 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
}
|
||||
break;
|
||||
}
|
||||
case REBUILD_BUILDING:
|
||||
case eRebuildState::BUILDING:
|
||||
{
|
||||
Entity* builder = GetBuilder();
|
||||
|
||||
@@ -201,7 +204,7 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
++m_DrainedImagination;
|
||||
|
||||
if (newImagination == 0 && m_DrainedImagination < m_TakeImagination) {
|
||||
CancelRebuild(builder, eFailReason::REASON_OUT_OF_IMAGINATION, true);
|
||||
CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
|
||||
|
||||
break;
|
||||
}
|
||||
@@ -213,7 +216,7 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
|
||||
break;
|
||||
}
|
||||
case REBUILD_INCOMPLETE: {
|
||||
case eRebuildState::INCOMPLETE: {
|
||||
m_TimerIncomplete += deltaTime;
|
||||
|
||||
// For reset times < 0 this has to be handled manually
|
||||
@@ -234,12 +237,12 @@ void RebuildComponent::Update(float deltaTime) {
|
||||
}
|
||||
break;
|
||||
}
|
||||
case REBUILD_RESETTING: break;
|
||||
case eRebuildState::RESETTING: break;
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::OnUse(Entity* originator) {
|
||||
if (GetBuilder() != nullptr || m_State == REBUILD_COMPLETED) {
|
||||
if (GetBuilder() != nullptr || m_State == eRebuildState::COMPLETED) {
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -393,18 +396,18 @@ void RebuildComponent::SetRepositionPlayer(bool value) {
|
||||
}
|
||||
|
||||
void RebuildComponent::StartRebuild(Entity* user) {
|
||||
if (m_State == eRebuildState::REBUILD_OPEN || m_State == eRebuildState::REBUILD_COMPLETED || m_State == eRebuildState::REBUILD_INCOMPLETE) {
|
||||
if (m_State == eRebuildState::OPEN || m_State == eRebuildState::COMPLETED || m_State == eRebuildState::INCOMPLETE) {
|
||||
m_Builder = user->GetObjectID();
|
||||
|
||||
auto* character = user->GetComponent<CharacterComponent>();
|
||||
character->SetCurrentActivity(eGameActivities::ACTIVITY_QUICKBUILDING);
|
||||
character->SetCurrentActivity(eGameActivity::QUICKBUILDING);
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(user);
|
||||
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_BUILDING, user->GetObjectID());
|
||||
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID());
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::BUILDING, user->GetObjectID());
|
||||
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eQuickBuildFailReason::NOT_GIVEN, 0.0f, user->GetObjectID());
|
||||
|
||||
m_State = eRebuildState::REBUILD_BUILDING;
|
||||
m_State = eRebuildState::BUILDING;
|
||||
m_StateDirty = true;
|
||||
EntityManager::Instance()->SerializeEntity(m_Parent);
|
||||
|
||||
@@ -432,7 +435,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
|
||||
auto* characterComponent = user->GetComponent<CharacterComponent>();
|
||||
if (characterComponent != nullptr) {
|
||||
characterComponent->SetCurrentActivity(eGameActivities::ACTIVITY_NONE);
|
||||
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
||||
characterComponent->TrackRebuildComplete();
|
||||
} else {
|
||||
Game::logger->Log("RebuildComponent", "Some user tried to finish the rebuild but they didn't have a character somehow.");
|
||||
@@ -441,13 +444,13 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(user);
|
||||
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_COMPLETED, user->GetObjectID());
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::COMPLETED, user->GetObjectID());
|
||||
GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, false, true, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID());
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, false, true, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, user->GetObjectID());
|
||||
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
||||
|
||||
|
||||
m_State = eRebuildState::REBUILD_COMPLETED;
|
||||
m_State = eRebuildState::COMPLETED;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
m_DrainedImagination = 0;
|
||||
@@ -520,17 +523,17 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
|
||||
void RebuildComponent::ResetRebuild(bool failed) {
|
||||
Entity* builder = GetBuilder();
|
||||
|
||||
if (m_State == eRebuildState::REBUILD_BUILDING && builder) {
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eFailReason::REASON_NOT_GIVEN, m_ResetTime, builder->GetObjectID());
|
||||
if (m_State == eRebuildState::BUILDING && builder) {
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, false, failed, eQuickBuildFailReason::NOT_GIVEN, m_ResetTime, builder->GetObjectID());
|
||||
|
||||
if (failed) {
|
||||
GameMessages::SendPlayAnimation(builder, u"rebuild-fail");
|
||||
}
|
||||
}
|
||||
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_RESETTING, LWOOBJID_EMPTY);
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::RESETTING, LWOOBJID_EMPTY);
|
||||
|
||||
m_State = eRebuildState::REBUILD_RESETTING;
|
||||
m_State = eRebuildState::RESETTING;
|
||||
m_StateDirty = true;
|
||||
m_Timer = 0.0f;
|
||||
m_TimerIncomplete = 0.0f;
|
||||
@@ -552,15 +555,15 @@ void RebuildComponent::ResetRebuild(bool failed) {
|
||||
}
|
||||
}
|
||||
|
||||
void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, bool skipChecks) {
|
||||
if (m_State != eRebuildState::REBUILD_COMPLETED || skipChecks) {
|
||||
void RebuildComponent::CancelRebuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
|
||||
if (m_State != eRebuildState::COMPLETED || skipChecks) {
|
||||
|
||||
m_Builder = LWOOBJID_EMPTY;
|
||||
|
||||
const auto entityID = entity != nullptr ? entity->GetObjectID() : LWOOBJID_EMPTY;
|
||||
|
||||
// Notify the client that a state has changed
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_INCOMPLETE, entityID);
|
||||
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::INCOMPLETE, entityID);
|
||||
GameMessages::SendEnableRebuild(m_Parent, false, true, false, failReason, m_Timer, entityID);
|
||||
|
||||
// Now terminate any interaction with the rebuild
|
||||
@@ -568,7 +571,7 @@ void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, boo
|
||||
GameMessages::SendTerminateInteraction(m_Parent->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
|
||||
|
||||
// Now update the component itself
|
||||
m_State = eRebuildState::REBUILD_INCOMPLETE;
|
||||
m_State = eRebuildState::INCOMPLETE;
|
||||
m_StateDirty = true;
|
||||
|
||||
// Notify scripts and possible subscribers
|
||||
@@ -586,7 +589,7 @@ void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, boo
|
||||
|
||||
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
||||
if (characterComponent) {
|
||||
characterComponent->SetCurrentActivity(eGameActivities::ACTIVITY_NONE);
|
||||
characterComponent->SetCurrentActivity(eGameActivity::NONE);
|
||||
EntityManager::Instance()->SerializeEntity(entity);
|
||||
}
|
||||
}
|
||||
|
@@ -10,8 +10,10 @@
|
||||
#include "Preconditions.h"
|
||||
#include "Component.h"
|
||||
#include "eReplicaComponentType.h"
|
||||
#include "eRebuildState.h"
|
||||
|
||||
class Entity;
|
||||
enum class eQuickBuildFailReason : uint32_t;
|
||||
|
||||
/**
|
||||
* Component that handles entities that can be built into other entities using the quick build mechanic. Generally
|
||||
@@ -215,7 +217,7 @@ public:
|
||||
* @param failReason the reason the rebuild was cancelled
|
||||
* @param skipChecks whether or not to skip the check for the rebuild not being completed
|
||||
*/
|
||||
void CancelRebuild(Entity* builder, eFailReason failReason, bool skipChecks = false);
|
||||
void CancelRebuild(Entity* builder, eQuickBuildFailReason failReason, bool skipChecks = false);
|
||||
private:
|
||||
/**
|
||||
* Whether or not the quickbuild state has been changed since we last serialized it.
|
||||
@@ -225,7 +227,7 @@ private:
|
||||
/**
|
||||
* The state the rebuild is currently in
|
||||
*/
|
||||
eRebuildState m_State = eRebuildState::REBUILD_OPEN;
|
||||
eRebuildState m_State = eRebuildState::OPEN;
|
||||
|
||||
/**
|
||||
* The time that has passed since initiating the rebuild
|
||||
|
@@ -17,6 +17,7 @@
|
||||
#include "dServer.h"
|
||||
#include "dMessageIdentifiers.h"
|
||||
#include "PacketUtils.h"
|
||||
#include "eObjectWorldState.h"
|
||||
|
||||
RocketLaunchpadControlComponent::RocketLaunchpadControlComponent(Entity* parent, int rocketId) : Component(parent) {
|
||||
auto query = CDClientDatabase::CreatePreppedStmt(
|
||||
@@ -77,7 +78,7 @@ void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOMAPID mapId,
|
||||
|
||||
GameMessages::SendFireEventClientSide(m_Parent->GetObjectID(), originator->GetSystemAddress(), u"RocketEquipped", rocket->GetId(), cloneId, -1, originator->GetObjectID());
|
||||
|
||||
GameMessages::SendChangeObjectWorldState(rocket->GetId(), WORLDSTATE_ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
GameMessages::SendChangeObjectWorldState(rocket->GetId(), eObjectWorldState::ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
|
||||
|
||||
EntityManager::Instance()->SerializeEntity(originator);
|
||||
}
|
||||
|
@@ -21,6 +21,7 @@
|
||||
#include "dMessageIdentifiers.h"
|
||||
#include "Loot.h"
|
||||
#include "eMissionTaskType.h"
|
||||
#include "eMatchUpdate.h"
|
||||
|
||||
#include "CDCurrencyTableTable.h"
|
||||
#include "CDActivityRewardsTable.h"
|
||||
@@ -167,9 +168,9 @@ void ScriptedActivityComponent::PlayerJoinLobby(Entity* player) {
|
||||
}
|
||||
|
||||
std::string matchUpdate = "player=9:" + std::to_string(entity->GetObjectID()) + "\nplayerName=0:" + entity->GetCharacter()->GetName();
|
||||
GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchUpdate, eMatchUpdate::MATCH_UPDATE_PLAYER_JOINED);
|
||||
GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchUpdate, eMatchUpdate::PLAYER_ADDED);
|
||||
PlayerReady(entity, joinedPlayer->ready);
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateJoined, eMatchUpdate::MATCH_UPDATE_PLAYER_JOINED);
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateJoined, eMatchUpdate::PLAYER_ADDED);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -185,7 +186,7 @@ void ScriptedActivityComponent::PlayerJoinLobby(Entity* player) {
|
||||
if (m_ActivityInfo.maxTeamSize != 1 && playerLobby->players.size() >= m_ActivityInfo.minTeamSize || m_ActivityInfo.maxTeamSize == 1 && playerLobby->players.size() >= m_ActivityInfo.minTeams) {
|
||||
// Update the joining player on the match timer
|
||||
std::string matchTimerUpdate = "time=3:" + std::to_string(playerLobby->timer);
|
||||
GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::MATCH_UPDATE_TIME);
|
||||
GameMessages::SendMatchUpdate(player, player->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_READY);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -201,7 +202,7 @@ void ScriptedActivityComponent::PlayerLeave(LWOOBJID playerID) {
|
||||
if (entity == nullptr)
|
||||
continue;
|
||||
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateLeft, eMatchUpdate::MATCH_UPDATE_PLAYER_LEFT);
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchUpdateLeft, eMatchUpdate::PLAYER_REMOVED);
|
||||
}
|
||||
|
||||
delete lobby->players[i];
|
||||
@@ -242,7 +243,7 @@ void ScriptedActivityComponent::Update(float deltaTime) {
|
||||
continue;
|
||||
|
||||
std::string matchTimerUpdate = "time=3:" + std::to_string(lobby->timer);
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::MATCH_UPDATE_TIME);
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_READY);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -267,7 +268,7 @@ void ScriptedActivityComponent::Update(float deltaTime) {
|
||||
if (entity == nullptr)
|
||||
continue;
|
||||
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::MATCH_UPDATE_TIME_START_DELAY);
|
||||
GameMessages::SendMatchUpdate(entity, entity->GetSystemAddress(), matchTimerUpdate, eMatchUpdate::PHASE_WAIT_START);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -375,8 +376,8 @@ void ScriptedActivityComponent::PlayerReady(Entity* player, bool bReady) {
|
||||
|
||||
// Update players in lobby on player being ready
|
||||
std::string matchReadyUpdate = "player=9:" + std::to_string(player->GetObjectID());
|
||||
eMatchUpdate readyStatus = eMatchUpdate::MATCH_UPDATE_PLAYER_READY;
|
||||
if (!bReady) readyStatus = eMatchUpdate::MATCH_UPDATE_PLAYER_UNREADY;
|
||||
eMatchUpdate readyStatus = eMatchUpdate::PLAYER_READY;
|
||||
if (!bReady) readyStatus = eMatchUpdate::PLAYER_NOT_READY;
|
||||
for (LobbyPlayer* otherPlayer : lobby->players) {
|
||||
auto* entity = otherPlayer->GetEntity();
|
||||
if (entity == nullptr)
|
||||
|
@@ -39,7 +39,7 @@ bool SwitchComponent::GetActive() const {
|
||||
void SwitchComponent::EntityEnter(Entity* entity) {
|
||||
if (!m_Active) {
|
||||
if (m_Rebuild) {
|
||||
if (m_Rebuild->GetState() != eRebuildState::REBUILD_COMPLETED) return;
|
||||
if (m_Rebuild->GetState() != eRebuildState::COMPLETED) return;
|
||||
}
|
||||
m_Active = true;
|
||||
if (!m_Parent) return;
|
||||
|
Reference in New Issue
Block a user