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https://github.com/DarkflameUniverse/DarkflameServer.git
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update component names, document heirarchy
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@@ -19,7 +19,7 @@
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#include "PossessorComponent.h"
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#include "PossessableComponent.h"
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#include "ModuleAssemblyComponent.h"
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#include "VehiclePhysicsComponent.h"
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#include "HavokVehiclePhysicsComponent.h"
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#include "CharacterComponent.h"
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#include "dZoneManager.h"
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#include "PropertyManagementComponent.h"
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@@ -826,7 +826,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks) {
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if (character != nullptr && !skipChecks) {
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// Hacky proximity rocket
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if (item->GetLot() == 6416) {
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const auto rocketLauchPads = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::ROCKET_LAUNCH);
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const auto rocketLauchPads = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::ROCKET_LAUNCHPAD_CONTROL);
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const auto position = m_OwningEntity->GetPosition();
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@@ -986,8 +986,8 @@ void InventoryComponent::HandlePossession(Item* item) {
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auto* mount = EntityManager::Instance()->CreateEntity(info, nullptr, m_OwningEntity);
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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<VehiclePhysicsComponent>();
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if (vehicleComponent) {
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auto havokVehiclePhysicsComponent = mount->GetComponent<HavokVehiclePhysicsComponent>();
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if (havokVehiclePhysicsComponent) {
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auto angles = startRotation.GetEulerAngles();
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// Make it right side up
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angles.x -= PI;
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@@ -1024,7 +1024,7 @@ void InventoryComponent::HandlePossession(Item* item) {
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EntityManager::Instance()->SerializeEntity(m_OwningEntity);
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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_OwningEntity->GetSystemAddress());
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if (havokVehiclePhysicsComponent) GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_OwningEntity->GetSystemAddress());
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GameMessages::SendMarkInventoryItemAsActive(m_OwningEntity->GetObjectID(), true, eUnequippableActiveType::MOUNT, item->GetId(), m_OwningEntity->GetSystemAddress());
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}
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