#include "SsModularBuildServer.h" #include "MissionComponent.h" #include "eMissionState.h" void SsModularBuildServer::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector modules) { int missionNum = 1732; if (bCompleted) { auto* const mission = player->GetComponent(); // The player may never have had this mission, so check the state instead of the mission itself. if (mission && mission->GetMissionState(missionNum) == eMissionState::ACTIVE) { mission->ForceProgress(missionNum, 2478, 1); } } }