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https://github.com/DarkflameUniverse/DarkflameServer.git
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cleanup enums to make them more consistent
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@@ -15,13 +15,14 @@
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#include "Player.h"
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#include "PossessableComponent.h"
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#include "PossessorComponent.h"
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#include "RacingTaskParam.h"
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#include "eRacingTaskParam.h"
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#include "Spawner.h"
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#include "VehiclePhysicsComponent.h"
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#include "dServer.h"
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#include "dZoneManager.h"
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#include "dConfig.h"
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#include "Loot.h"
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#include "eMissionTaskType.h"
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#ifndef M_PI
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#define M_PI 3.14159265358979323846264338327950288
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@@ -395,18 +396,18 @@ void RacingControlComponent::HandleMessageBoxResponse(Entity* player,
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if (missionComponent == nullptr) return;
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, 0, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_COMPETED_IN_RACE); // Progress task for competing in a race
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, data->smashedTimes, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SAFE_DRIVER); // Finish a race without being smashed.
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missionComponent->Progress(eMissionTaskType::RACING, 0, (LWOOBJID)eRacingTaskParam::COMPETED_IN_RACE); // Progress task for competing in a race
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missionComponent->Progress(eMissionTaskType::RACING, data->smashedTimes, (LWOOBJID)eRacingTaskParam::SAFE_DRIVER); // Finish a race without being smashed.
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// If solo racing is enabled OR if there are 3 players in the race, progress placement tasks.
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if (m_SoloRacing || m_LoadedPlayers > 2) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, data->finished, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_FINISH_WITH_PLACEMENT); // Finish in 1st place on a race
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missionComponent->Progress(eMissionTaskType::RACING, data->finished, (LWOOBJID)eRacingTaskParam::FINISH_WITH_PLACEMENT); // Finish in 1st place on a race
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if (data->finished == 1) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, dZoneManager::Instance()->GetZone()->GetWorldID(), (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_FIRST_PLACE_MULTIPLE_TRACKS); // Finish in 1st place on multiple tracks.
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, dZoneManager::Instance()->GetZone()->GetWorldID(), (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_WIN_RACE_IN_WORLD); // Finished first place in specific world.
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missionComponent->Progress(eMissionTaskType::RACING, dZoneManager::Instance()->GetZone()->GetWorldID(), (LWOOBJID)eRacingTaskParam::FIRST_PLACE_MULTIPLE_TRACKS); // Finish in 1st place on multiple tracks.
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missionComponent->Progress(eMissionTaskType::RACING, dZoneManager::Instance()->GetZone()->GetWorldID(), (LWOOBJID)eRacingTaskParam::WIN_RACE_IN_WORLD); // Finished first place in specific world.
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}
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if (data->finished == m_LoadedPlayers) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, dZoneManager::Instance()->GetZone()->GetWorldID(), (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_LAST_PLACE_FINISH); // Finished first place in specific world.
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missionComponent->Progress(eMissionTaskType::RACING, dZoneManager::Instance()->GetZone()->GetWorldID(), (LWOOBJID)eRacingTaskParam::LAST_PLACE_FINISH); // Finished first place in specific world.
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}
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}
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} else if (id == "ACT_RACE_EXIT_THE_RACE?" || id == "Exit") {
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@@ -828,7 +829,7 @@ void RacingControlComponent::Update(float deltaTime) {
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if (missionComponent != nullptr) {
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// Progress lap time tasks
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, (lapTime) * 1000, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_LAP_TIME);
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missionComponent->Progress(eMissionTaskType::RACING, (lapTime) * 1000, (LWOOBJID)eRacingTaskParam::LAP_TIME);
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if (player.lap == 3) {
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m_Finished++;
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@@ -844,7 +845,7 @@ void RacingControlComponent::Update(float deltaTime) {
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raceTime, raceTime * 1000);
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// Entire race time
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, (raceTime) * 1000, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_TOTAL_TRACK_TIME);
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missionComponent->Progress(eMissionTaskType::RACING, (raceTime) * 1000, (LWOOBJID)eRacingTaskParam::TOTAL_TRACK_TIME);
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auto* characterComponent = playerEntity->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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