#include "PropertyDevice.h" #include "GameMessages.h" #include "EntityManager.h" #include "MissionComponent.h" #include "eMissionState.h" void PropertyDevice::OnStartup(Entity* self) { auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity(); if (zoneControl != nullptr) { zoneControl->OnFireEventServerSide(self, "CheckForPropertyOwner"); } } void PropertyDevice::OnRebuildComplete(Entity* self, Entity* target) { auto propertyOwnerID = self->GetNetworkVar(m_PropertyOwnerVariable); if (propertyOwnerID == std::to_string(LWOOBJID_EMPTY)) return; auto missionComponent = target->GetComponent(); if (missionComponent != nullptr) { if (missionComponent->GetMissionState(m_PropertyMissionID) == eMissionState::ACTIVE) { GameMessages::SendPlayFXEffect(self->GetObjectID(), 641, u"create", "callhome"); missionComponent->ForceProgress(m_PropertyMissionID, 1793, self->GetLOT()); } } }