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fix(stats): RocketsUsed and QuickBuildsCompleted where live sent them
RocketsUsed: live counted the rocket when the client asked to go (FireEventServerSide "ZonePlayer"), right before TransferToZone (captures: 94 of 117 directly before it). DLU counted it when the launch animation started, so a launch that never went counted too. QuickBuildsCompleted: live sent it after RebuildNotifyState(Completed) and the completion effect (507), before EnableRebuild (218 of 227 samples); DLU counted it before the notify state. Check in game: launch a rocket to another world; Rockets Used goes up by 1 as the screen fades out. Finish a quick build: Quick Builds Completed goes up by 1 as the build finishes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -448,7 +448,6 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
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auto* characterComponent = user->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->SetCurrentActivity(eGameActivity::NONE);
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characterComponent->TrackQuickBuildComplete();
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EconomyLedger::RecordMapEvent(IEconomyLedger::eMapEvent::QUICKBUILDS_COMPLETED, m_Parent->GetLOT(), m_Parent->GetPosition(), 1, user);
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} else {
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LOG("Some user tried to finish the rebuild but they didn't have a character somehow.");
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@@ -466,6 +465,8 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
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GameMessages::PlayFXEffect fx(m_Parent->GetObjectID(), 507, u"create", "BrickFadeUpVisCompleteEffect");
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fx.priority = 0.4f;
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fx.Send(UNASSIGNED_SYSTEM_ADDRESS);
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// Live: RebuildNotifyState(Completed), the effect, then QuickBuildsCompleted, then EnableRebuild
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characterComponent->TrackQuickBuildComplete();
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GameMessages::EnableRebuild enableRebuild;
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enableRebuild.target = m_Parent->GetObjectID();
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enableRebuild.bEnable = false;
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