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chore: cleanup some vanity npc logic (#1174)
* Dont setup talk for vanity npc's if they are no phrases no ghosting ldfkey for canity npc's * void, oops * formatting
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@ -85,6 +85,7 @@ public:
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bool GetPlayerReadyForUpdates() const { return m_PlayerIsReadyForUpdates; }
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bool GetIsGhostingCandidate() const;
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void SetIsGhostingCandidate(bool value) { m_IsGhostingCandidate = value; };
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int8_t GetObservers() const;
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@ -80,10 +80,10 @@ void VanityUtilities::SpawnVanity() {
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// Spawn the NPC
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
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SetupNPCTalk(npcEntity);
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if (!npc.m_Phrases.empty()) {
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npcEntity->SetVar<std::vector<std::string>>(u"chats", m_PartyPhrases);
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SetupNPCTalk(npcEntity);
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}
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}
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return;
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@ -114,21 +114,21 @@ void VanityUtilities::SpawnVanity() {
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// Spawn the NPC
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auto* npcEntity = SpawnNPC(npc.m_LOT, npc.m_Name, location.m_Position, location.m_Rotation, npc.m_Equipment, npc.ldf);
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if (!npc.m_Phrases.empty()){
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npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
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npcEntity->SetVar<std::vector<std::string>>(u"chats", npc.m_Phrases);
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auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
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auto* scriptComponent = npcEntity->GetComponent<ScriptComponent>();
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if (scriptComponent && !npc.m_Script.empty()) {
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scriptComponent->SetScript(npc.m_Script);
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scriptComponent->SetSerialized(false);
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if (scriptComponent && !npc.m_Script.empty()) {
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scriptComponent->SetScript(npc.m_Script);
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scriptComponent->SetSerialized(false);
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for (const auto& npc : npc.m_Flags) {
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npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
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for (const auto& npc : npc.m_Flags) {
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npcEntity->SetVar<bool>(GeneralUtils::ASCIIToUTF16(npc.first), npc.second);
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}
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}
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SetupNPCTalk(npcEntity);
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}
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SetupNPCTalk(npcEntity);
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}
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if (zoneID == 1200) {
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@ -160,6 +160,7 @@ Entity* VanityUtilities::SpawnNPC(LOT lot, const std::string& name, const NiPoin
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auto* entity = Game::entityManager->CreateEntity(info);
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entity->SetVar(u"npcName", name);
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if (entity->GetVar<bool>(u"noGhosting")) entity->SetIsGhostingCandidate(false);
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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