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Merge pull request #386 from EmosewaMC/passportflagnotbeingset
Added joined a faction flag
This commit is contained in:
commit
e248b74ee6
@ -451,6 +451,13 @@ bool Character::GetPlayerFlag(const uint32_t flagId) const {
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return false; //by def, return false.
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return false; //by def, return false.
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}
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}
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void Character::SetRetroactiveFlags() {
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// Retroactive check for if player has joined a faction to set their 'joined a faction' flag to true.
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if (GetPlayerFlag(ePlayerFlags::VENTURE_FACTION) || GetPlayerFlag(ePlayerFlags::ASSEMBLY_FACTION) || GetPlayerFlag(ePlayerFlags::PARADOX_FACTION) || GetPlayerFlag(ePlayerFlags::SENTINEL_FACTION)) {
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SetPlayerFlag(ePlayerFlags::JOINED_A_FACTION, true);
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}
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}
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void Character::SaveXmlRespawnCheckpoints()
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void Character::SaveXmlRespawnCheckpoints()
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{
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{
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//Export our respawn points:
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//Export our respawn points:
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@ -413,6 +413,12 @@ public:
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*/
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*/
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void SendMuteNotice() const;
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void SendMuteNotice() const;
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/**
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* Sets any flags that are meant to have been set that may not have been set due to them being
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* missing in a previous patch.
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*/
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void SetRetroactiveFlags();
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/**
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/**
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* Get the equipped items for this character, only used for character creation
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* Get the equipped items for this character, only used for character creation
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* @return the equipped items for this character on world load
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* @return the equipped items for this character on world load
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@ -44,6 +44,7 @@ void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID,
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}
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}
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if (flagID != -1) {
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if (flagID != -1) {
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player->GetCharacter()->SetPlayerFlag(ePlayerFlags::JOINED_A_FACTION, true);
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player->GetCharacter()->SetPlayerFlag(flagID, true);
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player->GetCharacter()->SetPlayerFlag(flagID, true);
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}
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}
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@ -1042,6 +1042,9 @@ void HandlePacket(Packet* packet) {
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EntityManager::Instance()->ConstructAllEntities(packet->systemAddress);
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EntityManager::Instance()->ConstructAllEntities(packet->systemAddress);
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player->GetComponent<CharacterComponent>()->SetLastRocketConfig(u"");
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player->GetComponent<CharacterComponent>()->SetLastRocketConfig(u"");
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c->SetRetroactiveFlags();
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player->GetCharacter()->SetTargetScene("");
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player->GetCharacter()->SetTargetScene("");
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// Fix the destroyable component
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// Fix the destroyable component
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