mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
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.
This commit is contained in:
@@ -32,7 +32,7 @@ void AmDropshipComputer::OnUse(Entity* self, Entity* user)
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return;
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}
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inventoryComponent->AddItem(12323, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventoryComponent->AddItem(12323, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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}
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void AmDropshipComputer::OnDie(Entity* self, Entity* killer)
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@@ -11,7 +11,7 @@ void NPCAddRemoveItem::OnMissionDialogueOK(Entity *self, Entity *target, int mis
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for (const auto& itemSetting : missionSetting.second) {
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for (const auto& lot : itemSetting.items) {
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if (itemSetting.add && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
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inventory->AddItem(lot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(lot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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} else if (itemSetting.remove && (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)) {
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inventory->RemoveItem(lot, 1);
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}
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@@ -54,6 +54,6 @@ void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID,
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return;
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}
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inventoryComponent->AddItem(16644, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_VENDOR);
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inventoryComponent->AddItem(16644, 1, eLootSourceType::LOOT_SOURCE_VENDOR);
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}
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}
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@@ -12,6 +12,6 @@ void NjScrollChestServer::OnUse(Entity *self, Entity *user) {
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playerInventory->RemoveItem(keyLOT, 1);
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// Reward the player with the item set
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playerInventory->AddItem(rewardItemLOT, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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playerInventory->AddItem(rewardItemLOT, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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}
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}
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@@ -23,7 +23,7 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
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{
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if (inventoryComponent->GetLotCount(14378) == 0)
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{
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inventoryComponent->AddItem(14378, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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}
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}
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else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)
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@@ -9,7 +9,7 @@ void NpcPirateServer::OnMissionDialogueOK(Entity *self, Entity *target, int miss
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// Add or remove the lucky shovel based on whether the mission was completed or started
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if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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&& luckyShovel == nullptr) {
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inventory->AddItem(14591, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(14591, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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inventory->RemoveItem(14591, 1);
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}
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@@ -20,7 +20,7 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
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// For the daily we add the maelstrom vacuum if the player doesn't have it yet
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if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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&& maelstromVacuum == nullptr) {
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inventory->AddItem(maelstromVacuumLot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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inventory->RemoveItem(maelstromVacuumLot, 1);
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}
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@@ -195,7 +195,7 @@ void NsConcertInstrument::EquipInstruments(Entity *self, Entity *player) {
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// Equip the left hand instrument
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const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second;
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if (leftInstrumentLot != LOT_NULL) {
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inventory->AddItem(leftInstrumentLot, 1, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(leftInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS);
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leftInstrument->Equip();
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}
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@@ -203,7 +203,7 @@ void NsConcertInstrument::EquipInstruments(Entity *self, Entity *player) {
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// Equip the right hand instrument
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const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second;
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if (rightInstrumentLot != LOT_NULL) {
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inventory->AddItem(rightInstrumentLot, 1, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(rightInstrumentLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS);
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rightInstrument->Equip();
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}
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@@ -47,24 +47,29 @@ void NsTokenConsoleServer::OnUse(Entity* self, Entity* user)
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{
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GameMessages::SendPlayNDAudioEmitter(self, UNASSIGNED_SYSTEM_ADDRESS, useSound);
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}
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// Player must be in faction to interact with this entity.
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LOT tokenLOT = 0;
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if (character->GetPlayerFlag(46))
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{
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inventoryComponent->AddItem(8321, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
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tokenLOT = 8321;
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}
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else if (character->GetPlayerFlag(47))
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{
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inventoryComponent->AddItem(8318, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
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tokenLOT = 8318;
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}
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else if (character->GetPlayerFlag(48))
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{
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inventoryComponent->AddItem(8320, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
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tokenLOT = 8320;
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}
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else if (character->GetPlayerFlag(49))
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{
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inventoryComponent->AddItem(8319, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
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tokenLOT = 8319;
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}
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inventoryComponent->AddItem(tokenLOT, 5, eLootSourceType::LOOT_SOURCE_NONE);
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missionComponent->ForceProgressTaskType(863, 1, 1, false);
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GameMessages::SendTerminateInteraction(user->GetObjectID(), FROM_INTERACTION, self->GetObjectID());
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@@ -29,7 +29,7 @@ void NtDukeServer::OnMissionDialogueOK(Entity *self, Entity *target, int mission
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auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
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if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
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inventoryComponent->AddItem(m_SwordLot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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inventoryComponent->RemoveItem(m_SwordLot, lotCount);
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}
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@@ -574,7 +574,7 @@ void SGCannon::StopGame(Entity *self, bool cancel) {
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auto* inventory = player->GetComponent<InventoryComponent>();
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if (inventory != nullptr) {
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for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
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inventory->AddItem(rewardLot, 1, eInventoryType::MODELS, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventory->AddItem(rewardLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY, eInventoryType::MODELS);
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}
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}
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@@ -31,7 +31,7 @@ void TokenConsoleServer::OnUse(Entity* self, Entity* user) {
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tokenLOT = 8320;
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else if (character->GetPlayerFlag(ePlayerFlags::SENTINEL_FACTION)) //sentinel
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tokenLOT = 8319;
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inv->AddItem(tokenLOT, tokensToGive, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
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inv->AddItem(tokenLOT, tokensToGive, eLootSourceType::LOOT_SOURCE_NONE);
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}
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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@@ -10,7 +10,7 @@ void VeBricksampleServer::OnUse(Entity *self, Entity *user) {
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (loot && inventoryComponent != nullptr && inventoryComponent->GetLotCount(loot) == 0) {
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inventoryComponent->AddItem(loot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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inventoryComponent->AddItem(loot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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for (auto* brickEntity : EntityManager::Instance()->GetEntitiesInGroup("Bricks")) {
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GameMessages::SendNotifyClientObject(brickEntity->GetObjectID(), u"Pickedup");
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@@ -8,7 +8,7 @@ void VeMissionConsole::OnUse(Entity *self, Entity *user) {
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr) {
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inventoryComponent->AddItem(12547, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY); // Add the panel required for pickup
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inventoryComponent->AddItem(12547, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY); // Add the panel required for pickup
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}
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// The flag to set is 101<number>
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