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fix: AG property guard camera and foot race starter group
Two script TODOs with the live scripts shipped in the client to follow: - AgPropGuard: accepting mission 768 before touching the orb (flag 71 unset) plays the "MissionCam" cinematic, as L_AG_PROP_GUARD.lua does. Also no longer dereferences a missing Character. - BaseFootRaceManager: joins the "FootRaceStarter" group on startup like L_ACT_BASE_FOOT_RACE.lua, since other foot race objects look the starters up through that group. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,7 +4,8 @@
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#include "Entity.h"
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void BaseFootRaceManager::OnStartup(Entity* self) {
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// TODO: Add to FootRaceStarter group
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// Other foot race objects find the starters through this group (L_ACT_BASE_FOOT_RACE.lua).
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self->AddToGroup("FootRaceStarter");
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}
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void BaseFootRaceManager::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {
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@@ -1,4 +1,5 @@
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#include "AgPropGuard.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 "EntityManager.h"
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@@ -14,8 +15,9 @@ void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionI
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const auto state = missionComponent->GetMissionState(320);
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if (missionID == 768 && missionState == eMissionState::AVAILABLE) {
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if (!character->GetPlayerFlag(71)) {
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// TODO: Cinematic "MissionCam"
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// Players who have not touched the orb yet get a camera pan showing where it is.
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if (character && !character->GetPlayerFlag(71)) {
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GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
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}
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} else if (missionID == 768 && missionState >= eMissionState::READY_TO_COMPLETE) {
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//remove the inventory items
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