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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-11-22 14:41:29 +00:00
Move to shared pointer
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@@ -189,7 +189,7 @@ void InventoryComponent::AddItem(
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inventoryType = Inventory::FindInventoryTypeForLot(lot);
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}
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auto* missions = static_cast<MissionComponent*>(this->m_OwningEntity->GetComponent(eReplicaComponentType::MISSION));
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auto missions = m_OwningEntity->GetComponent<MissionComponent>();
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auto* inventory = GetInventory(inventoryType);
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@@ -378,7 +378,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
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item->SetCount(item->GetCount() - delta, false, false);
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}
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auto* missionComponent = m_OwningEntity->GetComponent<MissionComponent>();
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auto missionComponent = m_OwningEntity->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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if (IsTransferInventory(inventory)) {
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@@ -833,7 +833,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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for (auto* lauchPad : rocketLauchPads) {
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if (Vector3::DistanceSquared(lauchPad->GetPosition(), position) > 13 * 13) continue;
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auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
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auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId());
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@@ -950,10 +950,10 @@ void InventoryComponent::UnequipScripts(Item* unequippedItem) {
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}
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void InventoryComponent::HandlePossession(Item* item) {
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auto* characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
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auto characterComponent = m_OwningEntity->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* possessorComponent = m_OwningEntity->GetComponent<PossessorComponent>();
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auto possessorComponent = m_OwningEntity->GetComponent<PossessorComponent>();
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if (!possessorComponent) return;
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// Don't do anything if we are busy dismounting
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@@ -986,7 +986,7 @@ void InventoryComponent::HandlePossession(Item* item) {
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auto* mount = EntityManager::Instance()->CreateEntity(info, nullptr, m_OwningEntity);
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// Check to see if the mount is a vehicle, if so, flip it
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auto* vehicleComponent = mount->GetComponent<VehiclePhysicsComponent>();
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auto vehicleComponent = mount->GetComponent<VehiclePhysicsComponent>();
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if (vehicleComponent) {
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auto angles = startRotation.GetEulerAngles();
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// Make it right side up
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@@ -1000,14 +1000,14 @@ void InventoryComponent::HandlePossession(Item* item) {
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}
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// Setup the destroyable stats
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auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
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auto destroyableComponent = mount->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetIsSmashable(false);
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destroyableComponent->SetIsImmune(true);
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}
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// Mount it
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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auto possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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possessableComponent->SetIsItemSpawned(true);
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possessableComponent->SetPossessor(m_OwningEntity->GetObjectID());
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@@ -1227,7 +1227,7 @@ bool InventoryComponent::HasAnyPassive(const std::vector<eItemSetPassiveAbilityI
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}
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void InventoryComponent::DespawnPet() {
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auto* current = PetComponent::GetActivePet(m_OwningEntity->GetObjectID());
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auto current = PetComponent::GetActivePet(m_OwningEntity->GetObjectID());
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if (current != nullptr) {
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current->Deactivate();
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@@ -1235,7 +1235,7 @@ void InventoryComponent::DespawnPet() {
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}
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void InventoryComponent::SpawnPet(Item* item) {
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auto* current = PetComponent::GetActivePet(m_OwningEntity->GetObjectID());
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auto current = PetComponent::GetActivePet(m_OwningEntity->GetObjectID());
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if (current != nullptr) {
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current->Deactivate();
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@@ -1261,7 +1261,7 @@ void InventoryComponent::SpawnPet(Item* item) {
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auto* pet = EntityManager::Instance()->CreateEntity(info);
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auto* petComponent = pet->GetComponent<PetComponent>();
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auto petComponent = pet->GetComponent<PetComponent>();
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if (petComponent != nullptr) {
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petComponent->Activate(item);
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@@ -1339,7 +1339,7 @@ std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip
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return entry.objectTemplate == static_cast<unsigned int>(item->GetLot());
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});
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auto* missions = static_cast<MissionComponent*>(m_OwningEntity->GetComponent(eReplicaComponentType::MISSION));
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auto missions = m_OwningEntity->GetComponent<MissionComponent>();
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for (const auto& result : results) {
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if (result.castOnType == 1) {
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