Merge remote-tracking branch 'origin/main' into scripting-lua

This commit is contained in:
Wincent Holm
2022-05-14 09:11:47 +02:00
29 changed files with 411 additions and 419 deletions

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@@ -22,6 +22,7 @@
#include "Component.h"
#include "ControllablePhysicsComponent.h"
#include "RenderComponent.h"
#include "RocketLaunchLupComponent.h"
#include "CharacterComponent.h"
#include "DestroyableComponent.h"
#include "BuffComponent.h"
@@ -456,9 +457,10 @@ void Entity::Initialize()
else comp = new InventoryComponent(this);
m_Components.insert(std::make_pair(COMPONENT_TYPE_INVENTORY, comp));
}
if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_ROCKET_LAUNCH_LUP) > 0) {
m_Components.insert(std::make_pair(COMPONENT_TYPE_ROCKET_LAUNCH_LUP, nullptr));
// if this component exists, then we initialize it. it's value is always 0
if (compRegistryTable->GetByIDAndType(m_TemplateID, COMPONENT_TYPE_ROCKET_LAUNCH_LUP, -1) != -1) {
auto comp = new RocketLaunchLupComponent(this);
m_Components.insert(std::make_pair(COMPONENT_TYPE_ROCKET_LAUNCH_LUP, comp));
}
/**
@@ -495,13 +497,6 @@ void Entity::Initialize()
std::string customScriptServer;
bool hasCustomServerScript = false;
// Custom script for the LUP teleporter
if (m_TemplateID == 14333)
{
hasCustomServerScript = true;
customScriptServer = "scripts\\02_server\\DLU\\L_SB_LUP_TELEPORT.lua";
}
const auto customScriptServerName = GetVarAsString(u"custom_script_server");
const auto customScriptClientName = GetVarAsString(u"custom_script_client");

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@@ -24,12 +24,13 @@ EntityManager* EntityManager::m_Address = nullptr;
std::vector<LWOMAPID> EntityManager::m_GhostingExcludedZones = {
// Small zones
1000,
// Racing zones
1203,
1261,
1303,
1403,
// Property zones
1150,
1151,

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@@ -13,6 +13,7 @@
#include "PossessorComponent.h"
#include "VehiclePhysicsComponent.h"
#include "GameMessages.h"
#include "Item.h"
CharacterComponent::CharacterComponent(Entity* parent, Character* character) : Component(parent) {
m_Character = character;
@@ -448,6 +449,56 @@ void CharacterComponent::SetLastRocketConfig(std::u16string config) {
m_LastRocketConfig = config;
}
Item* CharacterComponent::GetRocket(Entity* player) {
Item* rocket = nullptr;
auto* inventoryComponent = player->GetComponent<InventoryComponent>();
if (!inventoryComponent) return rocket;
// Select the rocket
if (!rocket){
rocket = inventoryComponent->FindItemById(GetLastRocketItemID());
}
if (!rocket) {
rocket = inventoryComponent->FindItemByLot(6416);
}
if (!rocket) {
Game::logger->Log("CharacterComponent", "Unable to find rocket to equip!\n");
return rocket;
}
return rocket;
}
Item* CharacterComponent::RocketEquip(Entity* player) {
Item* rocket = GetRocket(player);
if (!rocket) return rocket;
// build and define the rocket config
for (LDFBaseData* data : rocket->GetConfig()) {
if (data->GetKey() == u"assemblyPartLOTs") {
std::string newRocketStr = data->GetValueAsString() + ";";
GeneralUtils::ReplaceInString(newRocketStr, "+", ";");
SetLastRocketConfig(GeneralUtils::ASCIIToUTF16(newRocketStr));
}
}
// Store the last used rocket item's ID
SetLastRocketItemID(rocket->GetId());
// carry the rocket
rocket->Equip(true);
return rocket;
}
void CharacterComponent::RocketUnEquip(Entity* player) {
Item* rocket = GetRocket(player);
if (!rocket) return;
// We don't want to carry it anymore
rocket->UnEquip();
}
void CharacterComponent::TrackMissionCompletion(bool isAchievement) {
UpdatePlayerStatistic(MissionsCompleted);

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@@ -5,6 +5,7 @@
#include "RakNetTypes.h"
#include "Character.h"
#include "Component.h"
#include "Item.h"
#include <string>
#include "CDMissionsTable.h"
#include "tinyxml2.h"
@@ -74,6 +75,26 @@ public:
*/
void SetLastRocketConfig(std::u16string config);
/**
* Find a player's rocket
* @param player the entity that triggered the event
* @return rocket
*/
Item* GetRocket(Entity* player);
/**
* Equip a player's rocket
* @param player the entity that triggered the event
* @return rocket
*/
Item* RocketEquip(Entity* player);
/**
* Find a player's rocket and unequip it
* @param player the entity that triggered the event
*/
void RocketUnEquip(Entity* player);
/**
* Gets the current level of the entity
* @return the current level of the entity

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@@ -1,4 +1,4 @@
#include "InventoryComponent.h"
#include "InventoryComponent.h"
#include <sstream>
@@ -794,10 +794,29 @@ void InventoryComponent::Serialize(RakNet::BitStream* outBitStream, const bool b
outBitStream->Write(item.slot != 0);
if (item.slot != 0) outBitStream->Write<uint16_t>(item.slot);
outBitStream->Write0();
outBitStream->Write0(); //TODO: This is supposed to be true and write the assemblyPartLOTs when they're present.
bool flag = !item.config.empty();
outBitStream->Write(flag);
if (flag) {
RakNet::BitStream ldfStream;
ldfStream.Write<int32_t>(item.config.size()); // Key count
for (LDFBaseData* data : item.config) {
if (data->GetKey() == u"assemblyPartLOTs") {
std::string newRocketStr = data->GetValueAsString() + ";";
GeneralUtils::ReplaceInString(newRocketStr, "+", ";");
LDFData<std::u16string>* ldf_data = new LDFData<std::u16string>(u"assemblyPartLOTs", GeneralUtils::ASCIIToUTF16(newRocketStr));
ldf_data->WriteToPacket(&ldfStream);
delete ldf_data;
} else {
data->WriteToPacket(&ldfStream);
}
}
outBitStream->Write(ldfStream.GetNumberOfBytesUsed() + 1);
outBitStream->Write<uint8_t>(0); // Don't compress
outBitStream->Write(ldfStream);
}
outBitStream->Write1();
}
@@ -1043,7 +1062,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
GenerateProxies(item);
UpdateSlot(item->GetInfo().equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot() });
UpdateSlot(item->GetInfo().equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot(), item->GetConfig() });
ApplyBuff(item);

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@@ -75,6 +75,12 @@ PetComponent::PetComponent(Entity* parent, uint32_t componentId) : Component(par
m_MovementAI = nullptr;
m_TresureTime = 0;
m_Preconditions = nullptr;
std::string checkPreconditions = GeneralUtils::UTF16ToWTF8(parent->GetVar<std::u16string>(u"CheckPrecondition"));
if (!checkPreconditions.empty()) {
SetPreconditions(checkPreconditions);
}
}
void PetComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags)

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@@ -1,4 +1,4 @@
#include "PropertyEntranceComponent.h"
#include "PropertyEntranceComponent.h"
#include <CDPropertyEntranceComponentTable.h>
@@ -8,6 +8,7 @@
#include "PropertyManagementComponent.h"
#include "PropertySelectQueryProperty.h"
#include "RocketLaunchpadControlComponent.h"
#include "CharacterComponent.h"
#include "UserManager.h"
#include "dLogger.h"
@@ -22,20 +23,25 @@ PropertyEntranceComponent::PropertyEntranceComponent(uint32_t componentID, Entit
this->m_PropertyName = entry.propertyName;
}
void PropertyEntranceComponent::OnUse(Entity* entity)
{
GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), entity->GetSystemAddress());
void PropertyEntranceComponent::OnUse(Entity* entity) {
auto* characterComponent = entity->GetComponent<CharacterComponent>();
if (!characterComponent) return;
AMFArrayValue args;
auto* rocket = entity->GetComponent<CharacterComponent>()->RocketEquip(entity);
if (!rocket) return;
GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), entity->GetSystemAddress());
AMFArrayValue args;
auto* state = new AMFStringValue();
state->SetStringValue("property_menu");
args.InsertValue("state", state);
GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", &args);
GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", &args);
delete state;
delete state;
}
void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr)
@@ -75,7 +81,7 @@ void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index,
launcher->SetSelectedCloneId(entity->GetObjectID(), cloneId);
launcher->Launch(entity, LWOOBJID_EMPTY, launcher->GetTargetZone(), cloneId);
launcher->Launch(entity, launcher->GetTargetZone(), cloneId);
}
PropertySelectQueryProperty PropertyEntranceComponent::SetPropertyValues(PropertySelectQueryProperty property, LWOCLONEID cloneId, std::string ownerName, std::string propertyName, std::string propertyDescription, float reputation, bool isBFF, bool isFriend, bool isModeratorApproved, bool isAlt, bool isOwned, uint32_t privacyOption, uint32_t timeLastUpdated, float performanceCost) {

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@@ -45,7 +45,14 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
outBitStream->Write(false);
}
// If build state is completed and we've already serialized once in the completed state,
// don't serializing this component anymore as this will cause the build to jump again.
// If state changes, serialization will begin again.
if (!m_StateDirty && m_State == REBUILD_COMPLETED) {
outBitStream->Write0();
outBitStream->Write0();
return;
}
// BEGIN Scripted Activity
outBitStream->Write1();
@@ -79,6 +86,7 @@ void RebuildComponent::Serialize(RakNet::BitStream* outBitStream, bool bIsInitia
outBitStream->Write(m_ActivatorPosition);
outBitStream->Write(m_RepositionPlayer);
}
m_StateDirty = false;
}
void RebuildComponent::Update(float deltaTime) {
@@ -139,7 +147,6 @@ void RebuildComponent::Update(float deltaTime) {
}
if (m_Timer >= m_ResetTime) {
m_Builder = LWOOBJID_EMPTY;
GameMessages::SendDieNoImplCode(m_Parent, LWOOBJID_EMPTY, LWOOBJID_EMPTY, eKillType::VIOLENT, u"", 0.0f, 0.0f, 0.0f, false, true);
@@ -384,7 +391,7 @@ void RebuildComponent::StartRebuild(Entity* user) {
GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID());
m_State = eRebuildState::REBUILD_BUILDING;
m_StateDirty = true;
EntityManager::Instance()->SerializeEntity(m_Parent);
auto* movingPlatform = m_Parent->GetComponent<MovingPlatformComponent>();
@@ -427,6 +434,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
m_State = eRebuildState::REBUILD_COMPLETED;
m_StateDirty = true;
m_Timer = 0.0f;
m_DrainedImagination = 0;
@@ -455,8 +463,6 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
LootGenerator::Instance().DropActivityLoot(builder, m_Parent, m_ActivityId, 1);
}
m_Builder = LWOOBJID_EMPTY;
// Notify scripts
for (auto* script : CppScripts::GetEntityScripts(m_Parent)) {
script->OnRebuildComplete(m_Parent, user);
@@ -501,12 +507,11 @@ void RebuildComponent::ResetRebuild(bool failed) {
GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_RESETTING, LWOOBJID_EMPTY);
m_State = eRebuildState::REBUILD_RESETTING;
m_StateDirty = true;
m_Timer = 0.0f;
m_TimerIncomplete = 0.0f;
m_ShowResetEffect = false;
m_DrainedImagination = 0;
m_Builder = LWOOBJID_EMPTY;
EntityManager::Instance()->SerializeEntity(m_Parent);
@@ -541,6 +546,7 @@ void RebuildComponent::CancelRebuild(Entity* entity, eFailReason failReason, boo
// Now update the component itself
m_State = eRebuildState::REBUILD_INCOMPLETE;
m_StateDirty = true;
// Notify scripts and possible subscribers
for (auto* script : CppScripts::GetEntityScripts(m_Parent))

View File

@@ -216,7 +216,11 @@ public:
*/
void CancelRebuild(Entity* builder, eFailReason failReason, bool skipChecks = false);
private:
/**
* Whether or not the quickbuild state has been changed since we last serialized it.
*/
bool m_StateDirty = true;
/**
* The state the rebuild is currently in
*/
@@ -235,7 +239,7 @@ private:
/**
* The position that the rebuild activator is spawned at
*/
NiPoint3 m_ActivatorPosition {};
NiPoint3 m_ActivatorPosition = NiPoint3::ZERO;
/**
* The entity that represents the rebuild activator

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@@ -0,0 +1,40 @@
#include "RocketLaunchLupComponent.h"
#include "CDClientDatabase.h"
#include "RocketLaunchpadControlComponent.h"
#include "InventoryComponent.h"
#include "CharacterComponent.h"
RocketLaunchLupComponent::RocketLaunchLupComponent(Entity* parent) : Component(parent) {
m_Parent = parent;
// get the lup worlds from the cdclient
std::string query = "SELECT * FROM LUPZoneIDs;";
auto results = CDClientDatabase::ExecuteQuery(query);
while (!results.eof()) {
// fallback to 1600 incase there is an issue
m_LUPWorlds.push_back(results.getIntField(0, 1600));
results.nextRow();
}
results.finalize();
}
RocketLaunchLupComponent::~RocketLaunchLupComponent() {}
void RocketLaunchLupComponent::OnUse(Entity* originator) {
auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
if (!rocket) return;
// the LUP world menu is just the property menu, the client knows how to handle it
GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), m_Parent->GetSystemAddress());
}
void RocketLaunchLupComponent::OnSelectWorld(Entity* originator, uint32_t index) {
// Add one to index because the actual LUP worlds start at index 1.
index++;
auto* rocketLaunchpadControlComponent = m_Parent->GetComponent<RocketLaunchpadControlComponent>();
if (!rocketLaunchpadControlComponent) return;
rocketLaunchpadControlComponent->Launch(originator, m_LUPWorlds[index], 0);
}

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@@ -0,0 +1,39 @@
#pragma once
#include "Entity.h"
#include "GameMessages.h"
#include "Component.h"
/**
* Component that handles the LUP/WBL rocket launchpad that can be interacted with to travel to WBL worlds.
*
*/
class RocketLaunchLupComponent : public Component {
public:
static const uint32_t ComponentType = eReplicaComponentType::COMPONENT_TYPE_ROCKET_LAUNCH_LUP;
/**
* Constructor for this component, builds the m_LUPWorlds vector
* @param parent parent that contains this component
*/
RocketLaunchLupComponent(Entity* parent);
~RocketLaunchLupComponent() override;
/**
* Handles an OnUse event from some entity, preparing it for launch to some other world
* @param originator the entity that triggered the event
*/
void OnUse(Entity* originator) override;
/**
* Handles an OnUse event from some entity, preparing it for launch to some other world
* @param originator the entity that triggered the event
* @param index index of the world that was selected
*/
void OnSelectWorld(Entity* originator, uint32_t index);
private:
/**
* vector of the LUP World Zone IDs, built from CDServer's LUPZoneIDs table
*/
std::vector<LWOMAPID> m_LUPWorlds {};
};

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@@ -13,6 +13,7 @@
#include "ChatPackets.h"
#include "MissionComponent.h"
#include "PropertyEntranceComponent.h"
#include "RocketLaunchLupComponent.h"
#include "dServer.h"
#include "dMessageIdentifiers.h"
#include "PacketUtils.h"
@@ -40,19 +41,7 @@ RocketLaunchpadControlComponent::~RocketLaunchpadControlComponent() {
delete m_AltPrecondition;
}
void RocketLaunchpadControlComponent::RocketEquip(Entity* entity, LWOOBJID rocketID) {
if (m_PlayersInRadius.find(entity->GetObjectID()) != m_PlayersInRadius.end()) {
Launch(entity, rocketID);
//Go ahead and save the player
//This causes a double-save, but it should prevent players from not being saved
//before the next world server starts loading their data.
if (entity->GetCharacter())
entity->GetCharacter()->SaveXMLToDatabase();
}
}
void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID optionalRocketID, LWOMAPID mapId, LWOCLONEID cloneId) {
void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOMAPID mapId, LWOCLONEID cloneId) {
auto zone = mapId == LWOMAPID_INVALID ? m_TargetZone : mapId;
if (zone == 0)
@@ -60,53 +49,22 @@ void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID option
return;
}
TellMasterToPrepZone(zone);
// This also gets triggered by a proximity monitor + item equip, I will set that up when havok is ready
auto* inventoryComponent = originator->GetComponent<InventoryComponent>();
auto* characterComponent = originator->GetComponent<CharacterComponent>();
auto* character = originator->GetCharacter();
if (inventoryComponent == nullptr || characterComponent == nullptr || character == nullptr) {
if (!characterComponent || !character) return;
auto* rocket = characterComponent->GetRocket(originator);
if (!rocket) {
Game::logger->Log("RocketLaunchpadControlComponent", "Unable to find rocket!\n");
return;
}
// Select the rocket
Item* rocket = nullptr;
if (optionalRocketID != LWOOBJID_EMPTY)
{
rocket = inventoryComponent->FindItemById(optionalRocketID);
}
if (rocket == nullptr)
{
rocket = inventoryComponent->FindItemById(characterComponent->GetLastRocketItemID());
}
if (rocket == nullptr)
{
rocket = inventoryComponent->FindItemByLot(6416);
}
if (rocket == nullptr)
{
Game::logger->Log("RocketLaunchpadControlComponent", "Unable to find rocket (%llu)!\n", optionalRocketID);
return;
}
if (rocket->GetConfig().empty()) // Sanity check
{
rocket->SetCount(0, false, false);
return;
}
// we have the ability to launch, so now we prep the zone
TellMasterToPrepZone(zone);
// Achievement unlocked: "All zones unlocked"
if (!m_AltLandingScene.empty() && m_AltPrecondition->Check(originator)) {
character->SetTargetScene(m_AltLandingScene);
}
@@ -114,27 +72,6 @@ void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID option
character->SetTargetScene(m_TargetScene);
}
if (characterComponent) {
for (LDFBaseData* data : rocket->GetConfig()) {
if (data->GetKey() == u"assemblyPartLOTs") {
std::string newRocketStr;
for (char character : data->GetValueAsString()) {
if (character == '+') {
newRocketStr.push_back(';');
}
else {
newRocketStr.push_back(character);
}
}
newRocketStr.push_back(';');
characterComponent->SetLastRocketConfig(GeneralUtils::ASCIIToUTF16(newRocketStr));
}
}
}
// Store the last used rocket item's ID
characterComponent->SetLastRocketItemID(rocket->GetId());
characterComponent->UpdatePlayerStatistic(RocketsUsed);
character->SaveXMLToDatabase();
@@ -143,23 +80,31 @@ void RocketLaunchpadControlComponent::Launch(Entity* originator, LWOOBJID option
GameMessages::SendFireEventClientSide(m_Parent->GetObjectID(), originator->GetSystemAddress(), u"RocketEquipped", rocket->GetId(), cloneId, -1, originator->GetObjectID());
rocket->Equip(true);
GameMessages::SendChangeObjectWorldState(rocket->GetId(), WORLDSTATE_ATTACHED, UNASSIGNED_SYSTEM_ADDRESS);
EntityManager::Instance()->SerializeEntity(originator);
}
void RocketLaunchpadControlComponent::OnUse(Entity* originator) {
// If we are have the property or the LUP component, we don't want to immediately launch
// instead we let their OnUse handlers do their things
// which components of an Object have their OnUse called when using them
// so we don't need to call it here
auto* propertyEntrance = m_Parent->GetComponent<PropertyEntranceComponent>();
if (propertyEntrance != nullptr)
{
propertyEntrance->OnUse(originator);
if (propertyEntrance) {
return;
}
auto* rocketLaunchLUP = m_Parent->GetComponent<RocketLaunchLupComponent>();
if (rocketLaunchLUP) {
return;
}
// No rocket no launch
auto* rocket = originator->GetComponent<CharacterComponent>()->RocketEquip(originator);
if (!rocket) {
return;
}
Launch(originator);
}

View File

@@ -22,21 +22,13 @@ public:
RocketLaunchpadControlComponent(Entity* parent, int rocketId);
~RocketLaunchpadControlComponent() override;
/**
* Launches the passed entity using the passed rocket and saves their data
* @param entity the entity to launch
* @param rocketID the ID of the rocket to use
*/
void RocketEquip(Entity* entity, LWOOBJID rocketID);
/**
* Launches some entity to another world
* @param originator the entity to launch
* @param optionalRocketID the ID of the rocket to launch
* @param mapId the world to go to
* @param cloneId the clone ID (for properties)
*/
void Launch(Entity* originator, LWOOBJID optionalRocketID = LWOOBJID_EMPTY, LWOMAPID mapId = LWOMAPID_INVALID, LWOCLONEID cloneId = LWOCLONEID_INVALID);
void Launch(Entity* originator, LWOMAPID mapId = LWOMAPID_INVALID, LWOCLONEID cloneId = LWOCLONEID_INVALID);
/**
* Handles an OnUse event from some entity, preparing it for launch to some other world

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@@ -26,6 +26,7 @@
#include "TeamManager.h"
#include "ChatPackets.h"
#include "GameConfig.h"
#include "RocketLaunchLupComponent.h"
#include <sstream>
#include <future>
@@ -2726,10 +2727,15 @@ void GameMessages::HandleEnterProperty(RakNet::BitStream* inStream, Entity* enti
auto* player = Player::GetPlayer(sysAddr);
auto* entranceComponent = entity->GetComponent<PropertyEntranceComponent>();
if (entranceComponent != nullptr) {
entranceComponent->OnEnterProperty(player, index, returnToZone, sysAddr);
return;
}
if (entranceComponent == nullptr) return;
entranceComponent->OnEnterProperty(player, index, returnToZone, sysAddr);
auto rocketLaunchLupComponent = entity->GetComponent<RocketLaunchLupComponent>();
if (rocketLaunchLupComponent != nullptr) {
rocketLaunchLupComponent->OnSelectWorld(player, index);
}
}
void GameMessages::HandleSetConsumableItem(RakNet::BitStream* inStream, Entity* entity, const SystemAddress& sysAddr)
@@ -5323,21 +5329,11 @@ void GameMessages::HandleEquipItem(RakNet::BitStream* inStream, Entity* entity)
Item* item = inv->FindItemById(objectID);
if (!item) return;
/*if (item->GetLot() == 6416) { // if it's a rocket
std::vector<Entity*> rocketPads = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_ROCKET_LAUNCH);
for (Entity* rocketPad : rocketPads) {
RocketLaunchpadControlComponent* rocketComp = static_cast<RocketLaunchpadControlComponent*>(rocketPad->GetComponent(COMPONENT_TYPE_ROCKET_LAUNCH));
if (rocketComp) {
rocketComp->RocketEquip(entity, objectID);
}
}
}
else*/ {
item->Equip();
EntityManager::Instance()->SerializeEntity(entity);
}
}
void GameMessages::HandleUnequipItem(RakNet::BitStream* inStream, Entity* entity) {
bool immediate;

View File

@@ -1,6 +1,7 @@
#pragma once
#pragma once
#include "dCommonVars.h"
#include "LDFFormat.h"
/**
* An item that's equipped, generally as a smaller return type than the regular Item class
@@ -26,4 +27,9 @@ struct EquippedItem
* The slot this item is stored in
*/
uint32_t slot = 0;
/**
* The configuration of the item with any extra data
*/
std::vector<LDFBaseData*> config = {};
};