#include "NpcCowboyServer.h" #include "eMissionState.h" #include "InventoryComponent.h" #include "dZoneManager.h" void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) { if (missionID != 1880) { return; } auto* inventoryComponent = target->GetComponent(); if (inventoryComponent == nullptr) { return; } if (missionState == eMissionState::COMPLETE_ACTIVE || missionState == eMissionState::ACTIVE || missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE) { if (inventoryComponent->GetLotCount(14378) == 0) { inventoryComponent->AddItem(14378, 1, eLootSourceType::NONE); } } else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) { inventoryComponent->RemoveItem(14378, 1); } // Next up hide or show the samples based on the mission state int32_t visible = 1; if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) { visible = 0; } auto spawners = Game::zoneManager->GetSpawnersByName("PlungerGunTargets"); for (auto* spawner : spawners) { for (const auto entity : spawner->GetSpawnedObjectIDs()) GameMessages::SendNotifyClientObject(entity, u"SetVisibility", visible, 0, target->GetObjectID(), "", target->GetSystemAddress()); } }