mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
Remove inlines
Clean up macros more tomorrow Cleanup and optimize CDActivities table Remove unused include Further work on CDActivityRewards Update MasterServer.cpp Further animations work Activities still needs work for a better PK. fix type All of these replacements worked Create internal interface for animations Allows for user to just call GetAnimationTIme or PlayAnimation rather than passing in arbitrary true false statements
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@@ -4,6 +4,7 @@
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "RenderComponent.h"
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void NtAssemblyTubeServer::OnStartup(Entity* self) {
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self->SetProximityRadius(5, "teleport");
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@@ -49,7 +50,7 @@ void NtAssemblyTubeServer::RunAssemblyTube(Entity* self, Entity* player) {
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);
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}
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GameMessages::SendPlayAnimation(player, u"tube-sucker", 4.0f);
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RenderComponent::PlayAnimation(player, u"tube-sucker", 4.0f);
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const auto animTime = 3;
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@@ -82,7 +83,7 @@ void NtAssemblyTubeServer::TeleportPlayer(Entity* self, Entity* player) {
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GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
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GameMessages::SendPlayAnimation(player, u"tube-resurrect", 4.0f);
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RenderComponent::PlayAnimation(player, u"tube-resurrect", 4.0f);
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const auto animTime = 2;
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@@ -4,6 +4,7 @@
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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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void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"bActive", 1, 0, user->GetObjectID(), "", user->GetSystemAddress());
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@@ -32,18 +33,18 @@ void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
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player->GetCharacter()->SetPlayerFlag(flag, true);
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GameMessages::SendPlayAnimation(player, u"rebuild-celebrate");
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RenderComponent::PlayAnimation(player, u"rebuild-celebrate");
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"SparkStop", 0, 0, player->GetObjectID(), "", player->GetSystemAddress());
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GameMessages::SendSetStunned(player->GetObjectID(), eStateChangeType::POP, player->GetSystemAddress(), LWOOBJID_EMPTY, false, false, true, false, true, true, false, false, true);
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self->SetVar(u"bActive", false);
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});
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GameMessages::SendPlayAnimation(user, u"nexus-powerpanel", 6.0f);
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RenderComponent::PlayAnimation(user, u"nexus-powerpanel", 6.0f);
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GameMessages::SendSetStunned(user->GetObjectID(), eStateChangeType::PUSH, user->GetSystemAddress(), LWOOBJID_EMPTY, false, false, true, false, true, true, false, false, true);
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return;
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}
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GameMessages::SendPlayAnimation(user, shockAnim);
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RenderComponent::PlayAnimation(user, shockAnim);
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const auto dir = self->GetRotation().GetRightVector();
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@@ -3,6 +3,7 @@
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "RenderComponent.h"
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void NtParadoxTeleServer::OnStartup(Entity* self) {
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self->SetProximityRadius(5, "teleport");
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@@ -27,7 +28,7 @@ void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std:
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true, true, true, true, true, true, true
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);
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GameMessages::SendPlayAnimation(player, u"teledeath", 4.0f);
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RenderComponent::PlayAnimation(player, u"teledeath", 4.0f);
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const auto animTime = 2;
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@@ -73,7 +74,7 @@ void NtParadoxTeleServer::TeleportPlayer(Entity* self, Entity* player) {
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GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
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GameMessages::SendPlayAnimation(player, u"paradox-teleport-in", 4.0f);
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RenderComponent::PlayAnimation(player, u"paradox-teleport-in", 4.0f);
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const auto animTime = 2;
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@@ -1,6 +1,7 @@
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#include "NtSleepingGuard.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "RenderComponent.h"
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void NtSleepingGuard::OnStartup(Entity* self) {
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self->SetNetworkVar<bool>(u"asleep", true);
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@@ -17,7 +18,7 @@ void NtSleepingGuard::OnEmoteReceived(Entity* self, const int32_t emote, Entity*
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// Set asleep to false
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self->SetNetworkVar<bool>(u"asleep", false);
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GameMessages::SendPlayAnimation(self, u"greet");
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RenderComponent::PlayAnimation(self, u"greet");
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auto* missionComponent = target->GetComponent<MissionComponent>();
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@@ -1,6 +1,9 @@
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#include "NtVentureCannonServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "Entity.h"
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#include "GeneralUtils.h"
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#include "RenderComponent.h"
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void NtVentureCannonServer::OnUse(Entity* self, Entity* user) {
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auto* player = user;
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@@ -26,7 +29,7 @@ void NtVentureCannonServer::OnUse(Entity* self, Entity* user) {
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GameMessages::SendTeleport(playerID, destPosition, destRotation, player->GetSystemAddress(), true);
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GameMessages::SendPlayAnimation(player, u"scale-down", 4.0f);
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RenderComponent::PlayAnimation(player, u"scale-down", 4.0f);
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const auto enterCinematicUname = enterCinematic;
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GameMessages::SendPlayCinematic(player->GetObjectID(), enterCinematicUname, player->GetSystemAddress());
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@@ -118,5 +121,5 @@ void NtVentureCannonServer::FirePlayer(Entity* self, Entity* player) {
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GameMessages::SendTeleport(player->GetObjectID(), destPosition, destRotation, player->GetSystemAddress(), true);
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GameMessages::SendPlayAnimation(player, u"venture-cannon-out", 4.0f);
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RenderComponent::PlayAnimation(player, u"venture-cannon-out", 4.0f);
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}
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