#include "BuildBorderComponent.h" #include "EntityManager.h" #include "GameMessages.h" #include "Entity.h" #include "Game.h" #include "dLogger.h" #include "InventoryComponent.h" #include "Item.h" #include "PropertyManagementComponent.h" BuildBorderComponent::BuildBorderComponent(Entity* parent) : Component(parent) { } BuildBorderComponent::~BuildBorderComponent() { } void BuildBorderComponent::OnUse(Entity* originator) { if (originator->GetCharacter()) { const auto& entities = EntityManager::Instance()->GetEntitiesInGroup("PropertyPlaque"); auto buildArea = m_Parent->GetObjectID(); if (!entities.empty()) { buildArea = entities[0]->GetObjectID(); Game::logger->Log("BuildBorderComponent", "Using PropertyPlaque\n"); } auto* inventoryComponent = originator->GetComponent(); if (inventoryComponent == nullptr) { return; } auto* thinkingHat = inventoryComponent->FindItemByLot(6086); if (thinkingHat == nullptr) { return; } inventoryComponent->PushEquippedItems(); Game::logger->Log("BuildBorderComponent", "Starting with %llu\n", buildArea); if (PropertyManagementComponent::Instance() != nullptr) { GameMessages::SendStartArrangingWithItem( originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition(), 0, thinkingHat->GetId(), thinkingHat->GetLot(), 4, 0, -1, NiPoint3::ZERO, 0 ); } else { GameMessages::SendStartArrangingWithItem(originator, originator->GetSystemAddress(), true, buildArea, originator->GetPosition()); } InventoryComponent* inv = m_Parent->GetComponent(); if (!inv) return; inv->PushEquippedItems(); // technically this is supposed to happen automatically... but it doesnt? so just keep this here } }