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https://github.com/DarkflameUniverse/DarkflameServer.git
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Split out unrelated changes to CleanupRoundup branch
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@@ -50,124 +50,124 @@ public:
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* Returns the entity that acts as the activator for this quickbuild
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* @return the entity that acts as the activator for this quickbuild
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*/
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[[nodiscard]] Entity* GetActivator() const;
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Entity* GetActivator();
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/**
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* Returns the spawn position of the activator for this quickbuild, if any
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* @return the spawn position of the activator for this quickbuild, if any
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*/
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[[nodiscard]] NiPoint3 GetActivatorPosition() const noexcept;
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NiPoint3 GetActivatorPosition();
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/**
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* Sets the spawn position for the activator of this quickbuild
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* @param value the spawn position to set for the activator
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*/
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void SetActivatorPosition(NiPoint3 value) noexcept;
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void SetActivatorPosition(NiPoint3 value);
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/**
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* Returns the time it takes for the quickbuild to reset after being built
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* @return the time it takes for the quickbuild to reset after being built
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*/
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[[nodiscard]] float GetResetTime() const noexcept;
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float GetResetTime();
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/**
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* Sets the time it takes for the quickbuild to reset after being built
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* @param value the reset time to set
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*/
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void SetResetTime(float value) noexcept;
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void SetResetTime(float value);
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/**
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* Returns the time it takes to complete the quickbuild
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* @return the time it takes to complete the quickbuild
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*/
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[[nodiscard]] float GetCompleteTime() const noexcept;
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float GetCompleteTime();
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/**
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* Sets the time it takes to complete the quickbuild
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* @param value the completion time to set
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*/
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void SetCompleteTime(float value) noexcept;
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void SetCompleteTime(float value);
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/**
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* Returns the imagination that's taken when completing the quickbuild
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* @return the imagination that's taken when completing the quickbuild
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*/
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[[nodiscard]] int GetTakeImagination() const noexcept;
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int GetTakeImagination();
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/**
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* Sets the imagination that's taken when completing the quickbuild
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* @param value the imagination deduction to set
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*/
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void SetTakeImagination(int value) noexcept;
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void SetTakeImagination(int value);
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/**
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* Returns if the quickbuild can be interrupted, currently unused
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* @return if the quickbuild can be interrupted
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*/
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[[nodiscard]] bool GetInterruptible() const noexcept;
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bool GetInterruptible();
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/**
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* Sets whether or not the quickbuild can be interrupted, currently unused
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* @param value true if the quickbuild may be interrupted, false otherwise
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*/
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void SetInterruptible(bool value) noexcept;
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void SetInterruptible(bool value);
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/**
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* Returns whether or not this entity contains a built-in activator
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* @return whether or not this entity contains a built-in activator
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*/
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[[nodiscard]] bool GetSelfActivator() const noexcept;
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bool GetSelfActivator();
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/**
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* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
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* each new quickbuild.
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* @param value whether or not this entity contains a built-in activator
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*/
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void SetSelfActivator(bool value) noexcept;
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void SetSelfActivator(bool value);
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/**
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* Currently unused
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*/
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[[nodiscard]] std::vector<int> GetCustomModules() const noexcept;
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std::vector<int> GetCustomModules();
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/**
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* Currently unused
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*/
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void SetCustomModules(std::vector<int> value) noexcept;
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void SetCustomModules(std::vector<int> value);
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/**
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* Returns the activity ID for participating in this quickbuild
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* @return the activity ID for participating in this quickbuild
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*/
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[[nodiscard]] int GetActivityId() const noexcept;
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int GetActivityId();
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/**
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* Sets the activity ID for participating in this quickbuild
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* @param value the activity ID to set
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*/
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void SetActivityId(int value) noexcept;
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void SetActivityId(int value);
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/**
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* Currently unused
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*/
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[[nodiscard]] int GetPostImaginationCost() const noexcept;
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int GetPostImaginationCost();
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/**
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* Currently unused
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*/
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void SetPostImaginationCost(int value) noexcept;
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void SetPostImaginationCost(int value);
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/**
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* Returns the time it takes for an incomplete quickbuild to be smashed automatically
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* @return the time it takes for an incomplete quickbuild to be smashed automatically
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*/
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[[nodiscard]] float GetTimeBeforeSmash() const noexcept;
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float GetTimeBeforeSmash();
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/**
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* Sets the time it takes for an incomplete quickbuild to be smashed automatically
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* @param value the time to set
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*/
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void SetTimeBeforeSmash(float value) noexcept;
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void SetTimeBeforeSmash(float value);
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/**
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* Returns the current quickbuild state
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@@ -179,19 +179,19 @@ public:
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* Returns the player that is currently building this quickbuild
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* @return the player that is currently building this quickbuild
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*/
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[[nodiscard]] Entity* GetBuilder() const;
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Entity* GetBuilder() const;
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/**
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* Returns whether or not the player is repositioned when initiating the quickbuild
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* @return whether or not the player is repositioned when initiating the quickbuild
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*/
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[[nodiscard]] bool GetRepositionPlayer() const noexcept;
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bool GetRepositionPlayer() const;
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/**
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* Sets whether or not the player is repositioned when initiating the quickbuild
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* @param value whether or not the player is repositioned when initiating the quickbuild
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*/
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void SetRepositionPlayer(bool value) noexcept;
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void SetRepositionPlayer(bool value);
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/**
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* Adds a callback that is called when the quickbuild is completed
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