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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
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@@ -6,6 +6,8 @@
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "eReplicaComponentType.h"
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#include "eCinematicEvent.h"
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#include "ePlayerFlag.h"
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void NtFactionSpyServer::OnStartup(Entity* self) {
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SetVariables(self);
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@@ -77,14 +79,14 @@ void NtFactionSpyServer::OnCinematicUpdate(Entity* self, Entity* sender, eCinema
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// Make sure we're listening to the root we're interested in
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if (pathRoot == cinematicRoot) {
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if (event == STARTED && pathIndex >= 0 && pathIndex < dialogueTable.size()) {
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if (event == eCinematicEvent::STARTED && pathIndex >= 0 && pathIndex < dialogueTable.size()) {
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// If the cinematic started, show part of the conversation
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GameMessages::SendNotifyClientObject(self->GetObjectID(), m_SpyDialogueNotification, 0,
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0, ParamObjectForConversationID(self, dialogueTable.at(pathIndex).conversationID),
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dialogueTable.at(pathIndex).token, sender->GetSystemAddress());
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} else if (event == ENDED && pathIndex >= dialogueTable.size() - 1) {
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} else if (event == eCinematicEvent::ENDED && pathIndex >= dialogueTable.size() - 1) {
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auto spyData = self->GetVar<SpyData>(m_SpyDataVariable);
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auto* character = sender->GetCharacter();
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if (character != nullptr) {
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