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https://github.com/DarkflameUniverse/DarkflameServer.git
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loot source for item drops
Added support for Items to have a loot source attached to them when dropped or rolled. This fixes the issue where achievements would give the item before it appeared in the achievement window.
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@@ -149,7 +149,7 @@ PreconditionExpression* Item::GetPreconditionExpression() const
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return preconditions;
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}
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void Item::SetCount(const uint32_t value, const bool silent, const bool disassemble, const bool showFlyingLoot)
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void Item::SetCount(const uint32_t value, const bool silent, const bool disassemble, const bool showFlyingLoot, eLootSourceType lootSourceType)
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{
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if (value == count)
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{
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@@ -177,7 +177,7 @@ void Item::SetCount(const uint32_t value, const bool silent, const bool disassem
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if (value > count)
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{
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GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, delta, 0LL);
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GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, delta, LWOOBJID_EMPTY, lootSourceType);
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}
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else
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{
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@@ -341,7 +341,7 @@ bool Item::UseNonEquip()
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return false;
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}
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LootGenerator::Instance().GiveLoot(inventory->GetComponent()->GetParent(), result);
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LootGenerator::Instance().GiveLoot(inventory->GetComponent()->GetParent(), result, eLootSourceType::LOOT_SOURCE_CONSUMPTION);
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}
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inventory->GetComponent()->RemoveItem(lot, 1);
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@@ -375,7 +375,7 @@ void Item::Disassemble(const eInventoryType inventoryType)
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for (const auto mod : modArray)
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{
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inventory->GetComponent()->AddItem(mod, 1, inventoryType, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_DELETION);
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inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::LOOT_SOURCE_DELETION, inventoryType);
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}
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}
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}
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@@ -473,7 +473,7 @@ void Item::DisassembleModel()
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continue;
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}
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GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_DELETION);
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GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eLootSourceType::LOOT_SOURCE_DELETION);
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}
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}
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@@ -88,7 +88,7 @@ public:
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* @param disassemble if items were removed, this returns all the sub parts of the item individually if it had assembly part lots
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* @param showFlyingLoot shows flying loot to the client, if not silent
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*/
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void SetCount(uint32_t value, bool silent = false, bool disassemble = true, bool showFlyingLoot = true);
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void SetCount(uint32_t value, bool silent = false, bool disassemble = true, bool showFlyingLoot = true, eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE);
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/**
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* Returns the number of items this item represents (e.g. for stacks)
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