fix(loot): activity rewards drop from the player at the activity object

Live sent quickbuild completion loot (about 190 samples) and the dragon,
BONS, spider queen and Frakjaw chest and wishing well rewards with the
player who earned them as the DropClientLoot source and owner,
use_position true and the spawn position at the object. DLU used the object
as the source, so use_position was false.

DropActivityLoot now uses the player as the source by default. The growing
flowers and the VE mission console have no live samples and keep the
object as the source.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 12:52:26 -05:00
parent 616ca46e95
commit b7e3c5e899
4 changed files with 38 additions and 20 deletions

View File

@@ -16,7 +16,8 @@ void GrowingFlower::OnSkillEventFired(Entity* self, Entity* target, const std::s
auto* scriptedActivityComponent = self->GetComponent<ScriptedActivityComponent>();
if (scriptedActivityComponent != nullptr) {
Loot::DropActivityLoot(target, self->GetObjectID(), scriptedActivityComponent->GetActivityID(), 0);
// No live samples of this drop: kept sourced from the flower
Loot::DropActivityLoot(target, self->GetObjectID(), scriptedActivityComponent->GetActivityID(), 0, false);
}
auto* missionComponent = target->GetComponent<MissionComponent>();

View File

@@ -7,7 +7,8 @@
#include "eTerminateType.h"
void VeMissionConsole::OnUse(Entity* self, Entity* user) {
Loot::DropActivityLoot(user, self->GetObjectID(), 12551);
// No live samples of this drop: kept sourced from the console
Loot::DropActivityLoot(user, self->GetObjectID(), 12551, 0, false);
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr) {