#include "NjColeNPC.h" #include "MissionComponent.h" #include "InventoryComponent.h" #include "eMissionState.h" void NjColeNPC::OnEmoteReceived(Entity* self, int32_t emote, Entity* target) { if (emote != 393) { return; } auto inventoryComponent = target->GetComponent(); if (inventoryComponent == nullptr) { return; } if (!inventoryComponent->IsEquipped(14499) && !inventoryComponent->IsEquipped(16644)) { return; } auto missionComponent = target->GetComponent(); if (missionComponent == nullptr) { return; } missionComponent->ForceProgressTaskType(1818, 1, 1); } void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) { NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(self, target, missionID, missionState); if (missionID == 1818 && missionState >= eMissionState::READY_TO_COMPLETE) { auto missionComponent = target->GetComponent(); auto inventoryComponent = target->GetComponent(); if (missionComponent == nullptr || inventoryComponent == nullptr) { return; } if (inventoryComponent->GetLotCount(14499) > 0) { inventoryComponent->RemoveItem(14499, 1); } else { return; } inventoryComponent->AddItem(16644, 1, eLootSourceType::NONE); } }