#include "OldManNPC.h" #include "eMissionState.h" #include "Character.h" #include "MissionComponent.h" void ResetMissions(Entity& user) { for (int32_t i = 1; i < 7; i++) { int32_t flag = 2020 + i; auto* const character = user.GetCharacter(); if (character) character->SetPlayerFlag(flag, false); } } void OldManNPC::OnUse(Entity* self, Entity* user) { LOG(""); const auto* const missionComponent = user->GetComponent(); if (!missionComponent) return; const auto* const mission = missionComponent->GetMission(2039); if (!mission) { ResetMissions(*user); // shouldnt be needed for dlu but it is because the mission is null return; } const auto missionState = mission->GetMissionState(); LOG("mission state %i", missionState); if (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE) { ResetMissions(*user); } }