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https://github.com/DarkflameUniverse/DarkflameServer.git
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Add FlagComponent and msg handlers
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@@ -146,17 +146,22 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
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return missionComponent->GetMissionState(value) == eMissionState::AVAILABLE || missionComponent->GetMissionState(value) == eMissionState::COMPLETE_AVAILABLE;
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case PreconditionType::OnMission:
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if (missionComponent == nullptr) return false;
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return missionComponent->GetMissionState(value) == eMissionState::ACTIVE ||
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missionComponent->GetMissionState(value) == eMissionState::COMPLETE_ACTIVE ||
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missionComponent->GetMissionState(value) == eMissionState::READY_TO_COMPLETE ||
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missionComponent->GetMissionState(value) == eMissionState::COMPLETE_READY_TO_COMPLETE;
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return missionComponent->GetMissionState(value) == eMissionState::ACTIVE ||
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missionComponent->GetMissionState(value) == eMissionState::COMPLETE_ACTIVE ||
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missionComponent->GetMissionState(value) == eMissionState::READY_TO_COMPLETE ||
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missionComponent->GetMissionState(value) == eMissionState::COMPLETE_READY_TO_COMPLETE;
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case PreconditionType::MissionComplete:
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if (missionComponent == nullptr) return false;
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return missionComponent->GetMissionState(value) >= eMissionState::COMPLETE;
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case PreconditionType::PetDeployed:
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return false; // TODO
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case PreconditionType::HasFlag:
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return character->GetPlayerFlag(value);
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case PreconditionType::HasFlag: {
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GameMessages::GetFlag getFlag{};
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getFlag.target = player->GetObjectID();
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getFlag.iFlagId = value;
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SEND_ENTITY_MSG(getFlag);
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return getFlag.bFlag;
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}
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case PreconditionType::WithinShape:
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return true; // Client checks this one
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case PreconditionType::InBuild:
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