mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
C Scripts and remove unneeded includes from base cppscripts header
Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.
This commit is contained in:
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a91309c5f8
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dc53c45d65
@ -2,6 +2,7 @@
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#include <sstream>
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#include "MissionComponent.h"
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#include "EntityManager.h"
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#include "PropertyDataMessage.h"
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#include "UserManager.h"
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@ -6,6 +6,8 @@
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#include "Game.h"
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#include "dLogger.h"
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#include "CharacterComponent.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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#include "dServer.h"
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#include "PacketUtils.h"
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@ -1,5 +1,8 @@
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#pragma once
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#ifndef __MISSIONSTATE__H__
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#define __MISSIONSTATE__H__
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/**
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* Represents the possible states a mission can be in
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*/
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@ -49,3 +52,5 @@ enum class MissionState : int {
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*/
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MISSION_STATE_COMPLETE_READY_TO_COMPLETE = 12
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};
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#endif //!__MISSIONSTATE__H__
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@ -1,4 +1,6 @@
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#include "ActSharkPlayerDeathTrigger.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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#include "Entity.h"
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void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
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@ -3,6 +3,7 @@
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#include "Character.h"
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#include "EntityManager.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "Item.h"
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void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)
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@ -7,6 +7,7 @@
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#include "Entity.h"
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#include "RenderComponent.h"
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#include "PropertyManagementComponent.h"
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#include "MissionComponent.h"
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void BasePropertyServer::SetGameVariables(Entity *self) {
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self->SetVar<std::string>(ClaimMarkerGroup, "");
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@ -4,6 +4,8 @@
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "Player.h"
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#include "MissionTaskType.h"
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#include "MissionComponent.h"
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#include "Character.h"
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void BaseSurvivalServer::SetGameVariables(Entity *self) {
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@ -4,6 +4,8 @@
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "Player.h"
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#include "MissionTaskType.h"
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#include "MissionComponent.h"
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#include "Character.h"
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// Done
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@ -1,6 +1,8 @@
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#include "BootyDigServer.h"
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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void BootyDigServer::OnStartup(Entity *self) {
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auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
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@ -1,8 +1,6 @@
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#include "CatapultBaseServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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void CatapultBaseServer::OnNotifyObject(Entity *self, Entity *sender, const std::string& name, int32_t param1, int32_t param2)
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{
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@ -1,8 +1,5 @@
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#pragma once
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#include "CppScripts.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "dCommonVars.h"
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class CatapultBaseServer : public CppScripts::Script {
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public:
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@ -1,7 +1,6 @@
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#include "CatapultBouncerServer.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "dZoneManager.h"
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void CatapultBouncerServer::OnRebuildComplete(Entity* self, Entity* target)
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{
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@ -1,8 +1,5 @@
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#pragma once
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#include "CppScripts.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "dCommonVars.h"
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class CatapultBouncerServer : public CppScripts::Script {
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public:
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@ -1,9 +1,9 @@
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#include "CavePrisonCage.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "MovingPlatformComponent.h"
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#include "GameMessages.h"
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#include "Character.h"
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#include "dZoneManager.h"
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void CavePrisonCage::OnStartup(Entity *self)
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{
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#pragma once
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#include "CppScripts.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "dCommonVars.h"
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class CavePrisonCage : public CppScripts::Script {
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public:
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@ -1,8 +1,6 @@
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#include "ChooseYourDestinationNsToNt.h"
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#include "Character.h"
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#include "GameMessages.h"
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#include "dZoneManager.h"
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#include "EntityManager.h"
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bool ChooseYourDestinationNsToNt::CheckChoice(Entity* self, Entity* player)
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{
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@ -1,5 +1,4 @@
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#pragma once
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#include "CppScripts.h"
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class ChooseYourDestinationNsToNt
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{
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@ -1,6 +1,4 @@
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#include "ClRing.h"
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#include "EntityManager.h"
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#include "Character.h"
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void ClRing::OnCollisionPhantom(Entity* self, Entity* target)
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{
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@ -4,10 +4,8 @@
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#include "CppScripts.h"
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#include "GameMessages.h"
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#include "dpWorld.h"
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#include "Entity.h"
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#include "ScriptComponent.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "InvalidScript.h"
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@ -1,9 +1,7 @@
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#pragma once
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#include "dCommonVars.h"
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#include <string>
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#include "MissionComponent.h"
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#include "MissionState.h"
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#include "Loot.h"
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class User;
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class Entity;
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@ -2,6 +2,8 @@
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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#include "SkillComponent.h"
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//TODO: this has to be updated so that you only get killed if you're in a certain radius.
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#include "FvBounceOverWall.h"
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#include "MissionComponent.h"
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void FvBounceOverWall::OnCollisionPhantom(Entity* self, Entity* target) {
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auto missionComponent = target->GetComponent<MissionComponent>();
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@ -1,5 +1,6 @@
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#include "FvFreeGfNinjas.h"
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#include "Character.h"
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#include "MissionComponent.h"
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void FvFreeGfNinjas::OnMissionDialogueOK(Entity *self, Entity *target, int missionID, MissionState missionState) {
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if (missionID == 705 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
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@ -1,5 +1,6 @@
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#include "FvPassThroughWall.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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void FvPassThroughWall::OnCollisionPhantom(Entity* self, Entity* target) {
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auto missionComponent = target->GetComponent<MissionComponent>();
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@ -4,6 +4,8 @@
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#include "FvRaceSmashEggImagineServer.h"
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#include "PossessableComponent.h"
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#include "RacingTaskParam.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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void FvRaceSmashEggImagineServer::OnDie(Entity *self, Entity *killer) {
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if (killer != nullptr) {
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@ -1,7 +1,8 @@
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#include "GfTikiTorch.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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#include "RenderComponent.h"
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void GfTikiTorch::OnStartup(Entity* self) {
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@ -1,5 +1,6 @@
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#include "ImaginationBackpackHealServer.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void ImaginationBackpackHealServer::OnSkillEventFired(Entity *self, Entity *caster, const std::string &message) {
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if (message == "CastImaginationBackpack") {
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@ -2,6 +2,7 @@
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#include "Entity.h"
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#include "dLogger.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void LegoDieRoll::OnStartup(Entity* self) {
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self->AddTimer("DoneRolling", 10.0f);
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@ -6,6 +6,7 @@
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#include "LeaderboardManager.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "MissionComponent.h"
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#include <ctime>
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void NpcAgCourseStarter::OnStartup(Entity* self) {
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@ -1,6 +1,7 @@
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#include "NpcNjAssistantServer.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "Item.h"
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void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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#include "GameMessages.h"
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#include "MissionState.h"
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#include "Game.h"
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#include "MissionComponent.h"
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#include "dLogger.h"
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void NpcNpSpacemanBob::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)
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@ -5,6 +5,7 @@
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "SoundTriggerComponent.h"
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#include "MissionComponent.h"
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// Constants are at the bottom
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#include "RenderComponent.h"
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#include "GameMessages.h"
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#include "MovingPlatformComponent.h"
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#include "MissionComponent.h"
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const float NsConcertQuickBuild::resetTime = 40.0f;
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const float NsConcertQuickBuild::resetBlinkTime = 6.0f;
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#include "NsJohnnyMissionServer.h"
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#include "MissionComponent.h"
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void NsJohnnyMissionServer::OnMissionDialogueOK(Entity *self, Entity *target, int missionID, MissionState missionState) {
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if (missionID == 773 && missionState <= MissionState::MISSION_STATE_ACTIVE) {
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#include "NsModularBuild.h"
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#include "EntityManager.h"
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#include "Character.h"
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#include "MissionComponent.h"
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void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
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if (bCompleted) {
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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#include "MissionComponent.h"
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void NtAssemblyTubeServer::OnStartup(Entity* self)
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{
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@ -1,5 +1,6 @@
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#include "NtDukeServer.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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void NtDukeServer::SetVariables(Entity *self) {
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self->SetVar<float_t>(m_SpyProximityVariable, 35.0f);
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@ -3,6 +3,7 @@
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#include "ProximityMonitorComponent.h"
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#include "InventoryComponent.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void NtFactionSpyServer::OnStartup(Entity *self) {
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SetVariables(self);
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#include "EntityManager.h"
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#include "SkillComponent.h"
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#include "DestroyableComponent.h"
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#include "MissionComponent.h"
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void NtParadoxTeleServer::OnStartup(Entity* self)
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{
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#include "PhantomPhysicsComponent.h"
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#include "EntityManager.h"
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#include "dLogger.h"
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#include "MissionComponent.h"
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void NtSentinelWalkwayServer::OnStartup(Entity* self)
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{
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#include "PetDigBuild.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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void PetDigBuild::OnRebuildComplete(Entity* self, Entity* target) {
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auto flagNumber = self->GetVar<std::u16string>(u"flagNum");
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#include "PropertyDevice.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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void PropertyDevice::OnStartup(Entity *self) {
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auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
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#include "PossessableComponent.h"
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#include "RaceImagineCrateServer.h"
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#include "RacingTaskParam.h"
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#include "MissionComponent.h"
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#include "SkillComponent.h"
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void RaceImagineCrateServer::OnDie(Entity* self, Entity* killer)
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#include "PossessorComponent.h"
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#include "RaceImaginePowerup.h"
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#include "RacingTaskParam.h"
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#include "MissionComponent.h"
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void RaceImaginePowerup::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
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int32_t param2, int32_t param3)
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#include "PossessableComponent.h"
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#include "RaceSmashServer.h"
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#include "RacingTaskParam.h"
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#include "MissionComponent.h"
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void RaceSmashServer::OnDie(Entity *self, Entity *killer) {
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// Crate is smashed by the car
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#include "MovementAIComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "../dWorldServer/ObjectIDManager.h"
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#include "MissionComponent.h"
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void SGCannon::OnStartup(Entity *self) {
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Game::logger->Log("SGCannon", "OnStartup\n");
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#include "SpawnGryphonServer.h"
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#include "InventoryComponent.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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void SpawnGryphonServer::SetVariables(Entity *self) {
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self->SetVar<LOT>(u"petLOT", 12433);
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#include "SsModularBuildServer.h"
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#include "EntityManager.h"
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#include "Character.h"
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#include "MissionComponent.h"
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void SsModularBuildServer::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
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int missionNum = 1732;
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#include "VeBricksampleServer.h"
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#include "InventoryComponent.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "GameMessages.h"
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void VeBricksampleServer::OnUse(Entity *self, Entity *user) {
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#include "LDFFormat.h"
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#include "RenderComponent.h"
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#include "dLogger.h"
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#include "MissionComponent.h"
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void ZoneAgProperty::SetGameVariables(Entity *self) {
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self->SetVar<std::string>(GuardGroup, "Guard");
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