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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-06-14 18:54:22 +00:00
feat: enhance possession mechanics with skill set integration and improved message handling
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@@ -989,9 +989,6 @@ void InventoryComponent::UnequipScripts(Item* unequippedItem) {
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}
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void InventoryComponent::HandlePossession(Item* item) {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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if (!possessorComponent) return;
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@@ -1007,52 +1004,31 @@ void InventoryComponent::HandlePossession(Item* item) {
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return;
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}
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GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true);
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// Set the mount Item ID so that we know what were handling
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// Set the mount item ID so that we know what we're handling
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possessorComponent->SetMountItemID(item->GetId());
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GameMessages::SendSetMountInventoryID(m_Parent, item->GetId(), UNASSIGNED_SYSTEM_ADDRESS);
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// Create entity to mount
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auto startRotation = m_Parent->GetRotation();
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// Create the mount entity
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EntityInfo info{};
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info.lot = item->GetLot();
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info.pos = m_Parent->GetPosition();
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info.rot = startRotation;
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info.rot = m_Parent->GetRotation();
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info.spawnerID = m_Parent->GetObjectID();
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auto* mount = Game::entityManager->CreateEntity(info, nullptr, m_Parent);
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// Check to see if the mount is a vehicle, if so, flip it
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auto* vehicleComponent = mount->GetComponent<HavokVehiclePhysicsComponent>();
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if (vehicleComponent) characterComponent->SetIsRacing(true);
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// Setup the destroyable stats
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auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetIsImmune(true);
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}
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// Mount it
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auto* possessableComponent = mount->GetComponent<PossessableComponent>();
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if (possessableComponent) {
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possessableComponent->SetIsItemSpawned(true);
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possessableComponent->SetPossessor(m_Parent->GetObjectID());
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// Possess it
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possessorComponent->SetPossessable(mount->GetObjectID());
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possessorComponent->SetPossessableType(possessableComponent->GetPossessionType());
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}
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GameMessages::SendSetJetPackMode(m_Parent, false);
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auto* destroyableComponent = mount->GetComponent<DestroyableComponent>();
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if (destroyableComponent) destroyableComponent->SetIsImmune(true);
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// Make it go to the client
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Game::entityManager->ConstructEntity(mount);
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// Update the possessor
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Game::entityManager->SerializeEntity(m_Parent);
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possessorComponent->Mount(mount);
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// have to unlock the input so it vehicle can be driven
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if (vehicleComponent) GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress());
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GameMessages::SendMarkInventoryItemAsActive(m_Parent->GetObjectID(), true, eUnequippableActiveType::MOUNT, item->GetId(), m_Parent->GetSystemAddress());
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}
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