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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
Add FlagComponent and msg handlers
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@@ -1,15 +1,15 @@
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#include "NTPipeVisibilityServer.h"
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#include "Entity.h"
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#include "Character.h"
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void NTPipeVisibilityServer::OnQuickBuildComplete(Entity* self, Entity* target) {
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const auto flag = self->GetVar<int32_t>(u"flag");
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if (flag == 0) return;
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auto* character = target->GetCharacter();
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if (!character) return;
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character->SetPlayerFlag(flag, true);
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GameMessages::SetFlag setFlag{};
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setFlag.target = target->GetObjectID();
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setFlag.iFlagId = flag;
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setFlag.bFlag = true;
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SEND_ENTITY_MSG(setFlag);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PipeBuilt");
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}
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@@ -1,12 +1,14 @@
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#include "NtImagimeterVisibility.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "Character.h"
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#include "ePlayerFlag.h"
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void NTImagimeterVisibility::OnQuickBuildComplete(Entity* self, Entity* target) {
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auto* character = target->GetCharacter();
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if (character) character->SetPlayerFlag(ePlayerFlag::NT_PLINTH_REBUILD, true);
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GameMessages::SetFlag setFlag{};
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setFlag.target = target->GetObjectID();
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setFlag.iFlagId = ePlayerFlag::NT_PLINTH_REBUILD;
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setFlag.bFlag = true;
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SEND_ENTITY_MSG(setFlag);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"PlinthBuilt", 0, 0, LWOOBJID_EMPTY, "", target->GetSystemAddress());
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}
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@@ -1,8 +1,8 @@
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#include "NtParadoxPanelServer.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "EntityManager.h"
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#include "Character.h"
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#include "eMissionState.h"
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#include "RenderComponent.h"
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#include "eTerminateType.h"
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@@ -32,8 +32,11 @@ void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
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}
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const auto flag = self->GetVar<int32_t>(u"flag");
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player->GetCharacter()->SetPlayerFlag(flag, true);
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GameMessages::SetFlag setFlag{};
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setFlag.target = playerID;
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setFlag.iFlagId = flag;
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setFlag.bFlag = true;
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SEND_ENTITY_MSG(setFlag);
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RenderComponent::PlayAnimation(player, u"rebuild-celebrate");
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