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Add reputation as a repeatable mission reward (#1590)
This reverts commit 7d1a28b492b263aba2008a5984dc0f5e7348a068. Add stubbing for abbreviations Reward reputation always if possible
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@ -454,6 +454,16 @@ void Mission::YieldRewards() {
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}
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}
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}
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}
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// Even with no repeatable column, reputation is repeatable
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if (info.reward_reputation > 0) {
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missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, LWOOBJID_EMPTY, "", info.reward_reputation);
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auto* const character = entity->GetComponent<CharacterComponent>();
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if (character) {
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character->SetReputation(character->GetReputation() + info.reward_reputation);
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GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
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}
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}
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if (m_Completions > 0) {
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if (m_Completions > 0) {
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std::vector<std::pair<LOT, uint32_t>> items;
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std::vector<std::pair<LOT, uint32_t>> items;
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@ -532,15 +542,6 @@ void Mission::YieldRewards() {
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modelInventory->SetSize(modelInventory->GetSize() + info.reward_bankinventory);
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modelInventory->SetSize(modelInventory->GetSize() + info.reward_bankinventory);
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}
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}
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if (info.reward_reputation > 0) {
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missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, 0L, "", info.reward_reputation);
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auto character = entity->GetComponent<CharacterComponent>();
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if (character) {
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character->SetReputation(character->GetReputation() + info.reward_reputation);
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GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
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}
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}
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if (info.reward_maxhealth > 0) {
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if (info.reward_maxhealth > 0) {
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destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info.reward_maxhealth), true);
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destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info.reward_maxhealth), true);
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}
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}
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