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Renamed RocketLaunchLUP to MultiZoneEntrance (#1185)
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32
dGame/dComponents/MultiZoneEntranceComponent.cpp
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32
dGame/dComponents/MultiZoneEntranceComponent.cpp
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#include "MultiZoneEntranceComponent.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "InventoryComponent.h"
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#include "CharacterComponent.h"
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MultiZoneEntranceComponent::MultiZoneEntranceComponent(Entity* parent) : Component(parent) {
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m_Parent = parent;
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std::string zoneString = GeneralUtils::UTF16ToWTF8(m_Parent->GetVar<std::u16string>(u"MultiZoneIDs"));
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std::stringstream ss(zoneString);
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for (int i; ss >> i;) {
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m_LUPWorlds.push_back(i);
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if (ss.peek() == ';')
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ss.ignore();
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}
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}
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MultiZoneEntranceComponent::~MultiZoneEntranceComponent() {}
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void MultiZoneEntranceComponent::OnUse(Entity* originator) {
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auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
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if (!rocket) return;
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// the LUP world menu is just the property menu, the client knows how to handle it
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GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), m_Parent->GetSystemAddress());
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}
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void MultiZoneEntranceComponent::OnSelectWorld(Entity* originator, uint32_t index) {
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auto* rocketLaunchpadControlComponent = m_Parent->GetComponent<RocketLaunchpadControlComponent>();
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if (!rocketLaunchpadControlComponent) return;
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rocketLaunchpadControlComponent->Launch(originator, m_LUPWorlds[index], 0);
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}
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