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https://github.com/DarkflameUniverse/DarkflameServer.git
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Rename RebuildComponent to QuickbuildComponent
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@@ -7,7 +7,7 @@
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#include "dLogger.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "dLogger.h"
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@@ -13,7 +13,7 @@
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#include "DestroyableComponent.h"
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#include "EchoSyncSkill.h"
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#include "PhantomPhysicsComponent.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "eReplicaComponentType.h"
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#include "eConnectionType.h"
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@@ -6,7 +6,7 @@
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#include "Game.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "Entity.h"
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#include "EntityInfo.h"
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#include "eReplicaComponentType.h"
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@@ -53,10 +53,10 @@ void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
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entity->SetOwnerOverride(context->originator);
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// Unset the flag to reposition the player, this makes it harder to glitch out of the map
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auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
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auto* quickBuildComponent = entity->GetComponent<QuickBuildComponent>();
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if (rebuildComponent != nullptr) {
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rebuildComponent->SetRepositionPlayer(false);
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if (quickBuildComponent != nullptr) {
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quickBuildComponent->SetRepositionPlayer(false);
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}
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EntityManager::Instance()->ConstructEntity(entity);
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@@ -6,7 +6,7 @@
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#include "BehaviorContext.h"
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#include "BaseCombatAIComponent.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "DestroyableComponent.h"
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#include <vector>
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