fix(currency): SetCurrency names its source the way live did

Live filled SetCurrency's source fields per source type (16,816 decoded
live SetCurrency): pickups carry the position the client picked the
coins up at (the one in its PickupCurrency) and no source; mission,
achievement and activity rewards name the player (object and LOT 1);
vendor buys, sells and buybacks name the vendor and its LOT; trades
carry the trade ID; death, mail and everything else name nothing. No
live SetCurrency sets loot_type. DLU wrote a present source LOT of 0,
no object and a zero position for all of them.

The position is the one the client uses: for pickups it projects it to
the screen as the start of the coin counter animation
(LWOCharacterComponent::SetCurrency), so it started from the world
origin before. PickupCurrency now reads that position (the client
always sends it). The trade ID is an 8-byte object ID in the client;
DLU declared it 4 bytes, which only never broke because it was never
set.

Check: pick up coins and watch the coin counter animate from where the
coins were; buy and sell at a vendor, finish a mission and trade coins
with another player, and the coin total updates each time.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 02:55:26 -05:00
parent f7bb178c2d
commit 81db3a94ac
11 changed files with 148 additions and 28 deletions

View File

@@ -528,7 +528,7 @@ void Mission::YieldRewards() {
if (info.reward_currency_repeatable > 0 || coinsToSend > 0) {
eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
character->SetCoins(character->GetCoins() + info.reward_currency_repeatable + coinsToSend, lootSource);
character->SetCoins(character->GetCoins() + info.reward_currency_repeatable + coinsToSend, lootSource, CoinSource::Object(*entity));
}
return;
@@ -556,7 +556,7 @@ void Mission::YieldRewards() {
if (info.reward_currency > 0 || coinsToSend > 0) {
eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
character->SetCoins(character->GetCoins() + info.reward_currency + coinsToSend, lootSource);
character->SetCoins(character->GetCoins() + info.reward_currency + coinsToSend, lootSource, CoinSource::Object(*entity));
}
if (info.reward_maxinventory > 0) {