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Fix Boogie Down (#854)
- Give entities that have a script component ID of zero a script component still - Progress scripted entity missions within the for loop as we do for script calls Tested that Boogie Down is (finally) completable. Tested that Mission 737 is still completable Checked that missions progressed inside OnEmoteReceived scripts to not double trigger progression
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@@ -19,12 +19,6 @@ void FvNinjaGuard::OnEmoteReceived(Entity* self, const int32_t emote, Entity* ta
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GameMessages::SendPlayAnimation(self, u"scared");
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent != nullptr && missionComponent->HasMission(737)) {
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missionComponent->ForceProgressTaskType(737, 5, 1, false);
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}
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if (self->GetLOT() == 7412) {
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auto* rightGuard = EntityManager::Instance()->GetEntity(m_RightGuard);
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@@ -39,4 +33,3 @@ void FvNinjaGuard::OnEmoteReceived(Entity* self, const int32_t emote, Entity* ta
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}
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}
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}
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