diff --git a/dGame/dComponents/RebuildComponent.cpp b/dGame/dComponents/RebuildComponent.cpp index 7d4ae926..ef970d98 100644 --- a/dGame/dComponents/RebuildComponent.cpp +++ b/dGame/dComponents/RebuildComponent.cpp @@ -380,7 +380,7 @@ void RebuildComponent::StartRebuild(Entity* user) { EntityManager::Instance()->SerializeEntity(user); - GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_COMPLETED, user->GetObjectID()); + GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_BUILDING, user->GetObjectID()); GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID()); m_State = eRebuildState::REBUILD_BUILDING; @@ -421,7 +421,10 @@ void RebuildComponent::CompleteRebuild(Entity* user) { EntityManager::Instance()->SerializeEntity(user); GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_COMPLETED, user->GetObjectID()); - GameMessages::SendEnableRebuild(m_Parent, false, true, false, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID()); + GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true); + GameMessages::SendEnableRebuild(m_Parent, false, false, true, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID()); + GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); + m_State = eRebuildState::REBUILD_COMPLETED; m_Timer = 0.0f; @@ -429,9 +432,6 @@ void RebuildComponent::CompleteRebuild(Entity* user) { EntityManager::Instance()->SerializeEntity(m_Parent); - GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true); - GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID()); - // Removes extra item requirements, isn't live accurate. // In live, all items were removed at the start of the quickbuild, then returned if it was cancelled. // TODO: fix? @@ -484,6 +484,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) { character->SetPlayerFlag(flagNumber, true); } } + GameMessages::SendPlayAnimation(user, u"rebuild-celebrate", 1.09f); } void RebuildComponent::ResetRebuild(bool failed) {