reputation rewards are now applied to character and not properties

This commit is contained in:
EmosewaMC 2022-03-31 18:17:58 -07:00
parent 0bf2d398ea
commit ba33c15b2d

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@ -518,24 +518,11 @@ void Mission::YieldRewards() {
if (info->reward_reputation > 0) { if (info->reward_reputation > 0) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_EARN_REPUTATION, 0, 0L, "", info->reward_reputation); missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_EARN_REPUTATION, 0, 0L, "", info->reward_reputation);
auto character = entity->GetCharacter(); auto character = entity->GetComponent<CharacterComponent>();
if (!character) return; if (character) {
character->SetReputation(character->GetReputation() + info->reward_reputation);
auto charId = character->GetID(); GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
auto propertyCloneId = character->GetPropertyCloneID(); }
auto reputationUpdate = Database::CreatePreppedStmt("UPDATE properties SET reputation = reputation + ? where owner_id = ? AND clone_id = ?");
reputationUpdate->setInt64(1, info->reward_reputation);
reputationUpdate->setInt(2, charId);
reputationUpdate->setInt64(3, propertyCloneId);
reputationUpdate->executeUpdate();
delete reputationUpdate;
reputationUpdate = nullptr;
GameMessages::SendUpdateReputation(entity->GetObjectID(), info->reward_reputation, entity->GetSystemAddress());
} }
if (info->reward_maxhealth > 0) { if (info->reward_maxhealth > 0) {