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commit when car work
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@ -23,6 +23,7 @@
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#include "CharacterComponent.h"
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#include "dZoneManager.h"
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#include "PropertyManagementComponent.h"
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#include "DestroyableComponent.h"
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InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent)
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{
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@ -909,16 +910,34 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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const auto type = static_cast<eItemType>(item->GetInfo().itemType);
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if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_DEVELOPER)
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if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == false)
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{
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auto startPosition = m_Parent->GetPosition() + NiPoint3::UNIT_Y + 10;
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auto startRotation = NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
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auto angles = startRotation.GetEulerAngles();
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angles.y -= M_PI;
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startRotation = NiQuaternion::FromEulerAngles(angles);
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GameMessages::SendTeleport(m_Parent->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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EntityInfo info {};
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info.lot = 8092;
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info.pos = m_Parent->GetPosition();
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info.rot = m_Parent->GetRotation();
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info.pos = startPosition;
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info.rot = startRotation;
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info.spawnerID = m_Parent->GetObjectID();
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auto* carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, dZoneManager::Instance()->GetZoneControlObject());
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dZoneManager::Instance()->GetZoneControlObject()->AddChild(carEntity);
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auto* carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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m_Parent->AddChild(carEntity);
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// auto *destroyableComponent = carEntity->GetComponent<DestroyableComponent>();
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// // Setup the vehicle stats.
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// if (destroyableComponent != nullptr) {
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// destroyableComponent->SetMaxImagination(60);
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// destroyableComponent->SetImagination(0);
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// destroyableComponent->SetIsImmune(true);
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// }
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auto* possessableComponent = carEntity->GetComponent<PossessableComponent>();
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@ -929,7 +948,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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auto* moduleAssemblyComponent = carEntity->GetComponent<ModuleAssemblyComponent>();
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if (moduleAssemblyComponent)
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if (moduleAssemblyComponent != nullptr)
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{
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moduleAssemblyComponent->SetSubKey(item->GetSubKey());
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moduleAssemblyComponent->SetUseOptionalParts(false);
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@ -960,14 +979,33 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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EntityManager::Instance()->ConstructEntity(carEntity);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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//EntityManager::Instance()->SerializeEntity(dZoneManager::Instance()->GetZoneControlObject());
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GameMessages::SendSetJetPackMode(m_Parent, false);
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(), dZoneManager::Instance()->GetZoneControlObject()->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(), m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingPlayerLoaded(m_Parent->GetObjectID(), m_Parent->GetObjectID(), carEntity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingPlayerLoaded(m_Parent->GetObjectID(), m_Parent->GetObjectID(), carEntity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleUnlockInput(carEntity->GetObjectID(), false, UNASSIGNED_SYSTEM_ADDRESS);
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//GameMessages::SendVehicleSetWheelLockState(carEntity->GetObjectID(), false, false, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendTeleport(m_Parent->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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EntityManager::Instance()->SerializeEntity(m_Parent);
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// m_Parent->AddDieCallback([item, this](){
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// this->UnEquipItem(item);
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// this->EquipItem(item);
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// });
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// carEntity->AddDieCallback([item, this](){
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// this->UnEquipItem(item);
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// this->EquipItem(item);
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// });
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hasCarEquipped = true;
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equippedCarEntity = carEntity;
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return;
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} else if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == true)
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{
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// auto *playerInstance = dynamic_cast<Player *>(m_Parent);
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// playerInstance->SendToZone(1200);
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// equippedCarEntity->Kill();
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}
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if (!building)
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@ -1019,6 +1057,14 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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void InventoryComponent::UnEquipItem(Item* item)
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{
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// if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == true)
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// {
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// auto *playerInstance = dynamic_cast<Player *>(m_Parent);
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// playerInstance->SendToZone(1200);
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// equippedCarEntity->Kill();
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// return;
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// }
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if (!item->IsEquipped())
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{
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return;
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@ -15,6 +15,7 @@
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#include "Component.h"
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#include "ItemSetPassiveAbility.h"
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#include "ItemSetPassiveAbilityID.h"
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#include "PossessorComponent.h"
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class Entity;
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class ItemSet;
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@ -384,6 +385,11 @@ private:
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*/
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LOT m_Consumable;
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/**
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* Currently has a car equipped
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*/
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bool hasCarEquipped = false;
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Entity* equippedCarEntity = nullptr;
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/**
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* Creates all the proxy items (subitems) for a parent item
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* @param parent the parent item to generate all the subitems for
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