#include "AgPropGuard.h" #include "Entity.h" #include "Character.h" #include "EntityManager.h" #include "InventoryComponent.h" #include "Item.h" void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) { auto* character = target->GetCharacter(); auto* missionComponent = target->GetComponent(); auto* inventoryComponent = target->GetComponent(); const auto state = missionComponent->GetMissionState(320); if (missionID == 768 && missionState == MissionState::MISSION_STATE_AVAILABLE) { if (!character->GetPlayerFlag(71)) { // TODO: Cinematic "MissionCam" } } else if (missionID == 768 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) { //remove the inventory items for (int item : gearSets) { auto* id = inventoryComponent->FindItemByLot(item); if (id) { inventoryComponent->UnEquipItem(id); inventoryComponent->RemoveItem(id->GetLot(), id->GetCount()); } } } else if ( (missionID == 320 && state == MissionState::MISSION_STATE_AVAILABLE) /*|| (state == MissionState::MISSION_STATE_COMPLETE && missionID == 891 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE)*/ ) { //GameMessages::SendNotifyClientObject(EntityManager::Instance()->GetZoneControlEntity()->GetObjectID(), u"GuardChat", target->GetObjectID(), 0, target->GetObjectID(), "", target->GetSystemAddress()); target->GetCharacter()->SetPlayerFlag(113, true); EntityManager::Instance()->GetZoneControlEntity()->AddTimer("GuardFlyAway", 1.0f); } }