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feat: add mission progression for behaviors (#1962)
* feat: add mission progression for behaviors * Add const to ptr Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com> --------- Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
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@@ -8,7 +8,9 @@
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#include "ControlBehaviorMsgs.h"
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#include "tinyxml2.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "SimplePhysicsComponent.h"
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#include "eMissionTaskType.h"
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#include "eObjectBits.h"
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#include "Database.h"
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@@ -187,6 +189,8 @@ void ModelComponent::AddBehavior(AddMessage& msg) {
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// Check if this behavior is able to be found via lot (if so, its a loot behavior).
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insertedBehavior.SetIsLoot(inventoryComponent->FindItemByLot(msg.GetBehaviorId(), eInventoryType::BEHAVIORS));
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}
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auto* const missionComponent = playerEntity->GetComponent<MissionComponent>();
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if (missionComponent) missionComponent->Progress(eMissionTaskType::ADD_BEHAVIOR, 0);
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}
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auto* const simplePhysComponent = m_Parent->GetComponent<SimplePhysicsComponent>();
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@@ -446,6 +446,8 @@ void MissionTask::Progress(int32_t value, LWOOBJID associate, const std::string&
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break;
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}
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case eMissionTaskType::PLACE_MODEL:
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[[fallthrough]];
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case eMissionTaskType::ADD_BEHAVIOR:
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{
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AddProgress(count);
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break;
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