mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
cleanup enums to make them more consistent
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@@ -5,18 +5,19 @@
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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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#include "eMissionState.h"
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void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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auto* character = target->GetCharacter();
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auto* missionComponent = target->GetComponent<MissionComponent>();
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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const auto state = missionComponent->GetMissionState(320);
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if (missionID == 768 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
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if (missionID == 768 && missionState == eMissionState::AVAILABLE) {
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if (!character->GetPlayerFlag(71)) {
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// TODO: Cinematic "MissionCam"
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}
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} else if (missionID == 768 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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} else if (missionID == 768 && missionState >= eMissionState::READY_TO_COMPLETE) {
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//remove the inventory items
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for (int item : gearSets) {
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auto* id = inventoryComponent->FindItemByLot(item);
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@@ -27,8 +28,8 @@ void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionI
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}
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}
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} else if (
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(missionID == 320 && state == MissionState::MISSION_STATE_AVAILABLE) /*||
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(state == MissionState::MISSION_STATE_COMPLETE && missionID == 891 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE)*/
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(missionID == 320 && state == eMissionState::AVAILABLE) /*||
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(state == eMissionState::COMPLETE && missionID == 891 && missionState == eMissionState::READY_TO_COMPLETE)*/
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) {
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//GameMessages::SendNotifyClientObject(EntityManager::Instance()->GetZoneControlEntity()->GetObjectID(), u"GuardChat", target->GetObjectID(), 0, target->GetObjectID(), "", target->GetSystemAddress());
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@@ -4,7 +4,7 @@
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class AgPropGuard final : public CppScripts::Script
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{
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public:
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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private:
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std::vector<int> gearSets = { 14359,14321,14353,14315 };
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@@ -3,9 +3,9 @@
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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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#include "MissionState.h"
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#include "eMissionState.h"
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void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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auto* character = target->GetCharacter();
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if (character == nullptr)
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return;
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@@ -14,11 +14,11 @@ void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int mission
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if (flag == 0)
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return;
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if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_ACTIVE)
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if ((missionState == eMissionState::AVAILABLE || missionState == eMissionState::ACTIVE)
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&& !character->GetPlayerFlag(flag)) {
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// If the player just started the mission, play a cinematic highlighting the target
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GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
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} else if (missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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} else if (missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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// Makes the guard disappear once the mission has been completed
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const auto zoneControlID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
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GameMessages::SendNotifyClientObject(zoneControlID, u"GuardChat", 0, 0, self->GetObjectID(),
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@@ -2,7 +2,7 @@
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#include "CppScripts.h"
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class AgPropguards : public CppScripts::Script {
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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private:
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static uint32_t GetFlagForMission(uint32_t missionID);
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};
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