#include "NsGetFactionMissionServer.h" #include "GameMessages.h" #include "MissionComponent.h" #include "Character.h" void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) { if (missionID != 474) return; if (reward != LOT_NULL) { std::vector factionMissions; int celebrationID = -1; int flagID = -1; if (reward == 6980) { // Venture League factionMissions = { 555, 556 }; celebrationID = 14; flagID = 46; } else if (reward == 6979) { // Assembly factionMissions = { 544, 545 }; celebrationID = 15; flagID = 47; } else if (reward == 6981) { // Paradox factionMissions = { 577, 578 }; celebrationID = 16; flagID = 48; } else if (reward == 6978) { // Sentinel factionMissions = { 566, 567 }; celebrationID = 17; flagID = 49; } factionMissions.push_back(778); if (celebrationID != -1) { GameMessages::SendStartCelebrationEffect(player, player->GetSystemAddress(), celebrationID); } if (flagID != -1) { player->GetCharacter()->SetPlayerFlag(ePlayerFlags::JOINED_A_FACTION, true); player->GetCharacter()->SetPlayerFlag(flagID, true); } MissionComponent* mis = static_cast(player->GetComponent(COMPONENT_TYPE_MISSION)); for (int mission : factionMissions) { mis->AcceptMission(mission); mis->CompleteMission(mission); } } }