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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-25 15:07:28 +00:00
Added a GM send after QB complete
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ccff6746ce
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@ -380,7 +380,7 @@ void RebuildComponent::StartRebuild(Entity* user) {
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EntityManager::Instance()->SerializeEntity(user);
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_COMPLETED, user->GetObjectID());
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_BUILDING, user->GetObjectID());
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GameMessages::SendEnableRebuild(m_Parent, true, false, false, eFailReason::REASON_NOT_GIVEN, 0.0f, user->GetObjectID());
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m_State = eRebuildState::REBUILD_BUILDING;
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@ -421,7 +421,10 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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EntityManager::Instance()->SerializeEntity(user);
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GameMessages::SendRebuildNotifyState(m_Parent, m_State, eRebuildState::REBUILD_COMPLETED, user->GetObjectID());
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GameMessages::SendEnableRebuild(m_Parent, false, true, false, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID());
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GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
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GameMessages::SendEnableRebuild(m_Parent, false, false, true, eFailReason::REASON_NOT_GIVEN, m_ResetTime, user->GetObjectID());
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
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m_State = eRebuildState::REBUILD_COMPLETED;
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m_Timer = 0.0f;
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@ -429,9 +432,6 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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EntityManager::Instance()->SerializeEntity(m_Parent);
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GameMessages::SendPlayFXEffect(m_Parent, 507, u"create", "BrickFadeUpVisCompleteEffect", LWOOBJID_EMPTY, 0.4f, 1.0f, true);
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, m_Parent->GetObjectID());
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// Removes extra item requirements, isn't live accurate.
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// In live, all items were removed at the start of the quickbuild, then returned if it was cancelled.
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// TODO: fix?
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@ -484,6 +484,7 @@ void RebuildComponent::CompleteRebuild(Entity* user) {
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character->SetPlayerFlag(flagNumber, true);
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}
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}
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GameMessages::SendPlayAnimation(user, u"rebuild-celebrate", 1.09f);
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}
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void RebuildComponent::ResetRebuild(bool failed) {
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