mirror of
				https://github.com/DarkflameUniverse/DarkflameServer.git
				synced 2025-11-04 06:32:00 +00:00 
			
		
		
		
	* Misc component cleanup * Update InventoryComponent.h * Update MissionComponent.h * Update PropertyManagementComponent.h * Update PropertyVendorComponent.h * Update SkillComponent.h maximum pedantry B) * SoundTriggerComponent.h braces gone * Rename SoundTriggerComponent.h braces gone to SoundTriggerComponent.h I was tired
		
			
				
	
	
		
			38 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#pragma once
 | 
						|
 | 
						|
#include "Entity.h"
 | 
						|
#include "Component.h"
 | 
						|
#include "eReplicaComponentType.h"
 | 
						|
 | 
						|
/**
 | 
						|
 * The property guard that stands on a property before it's claimed, allows entities to attempt claiming this property.
 | 
						|
 */
 | 
						|
class PropertyVendorComponent final : public Component {
 | 
						|
public:
 | 
						|
	static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
 | 
						|
	explicit PropertyVendorComponent(Entity* parent);
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Handles a use event from some entity, if the property is cleared this allows the entity to claim it
 | 
						|
	 * @param originator the entity that triggered this event
 | 
						|
	 */
 | 
						|
	void OnUse(Entity* originator) override;
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Handles a property data query after the property has been claimed, sending information about the property to the
 | 
						|
	 * triggering entity.
 | 
						|
	 * @param originator the entity that triggered the event
 | 
						|
	 * @param sysAddr the system address to send game message response to
 | 
						|
	 */
 | 
						|
	void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr);
 | 
						|
 | 
						|
	/**
 | 
						|
	 * Claims the property
 | 
						|
	 * @param originator the entity that attempted to claim the property
 | 
						|
	 * @param confirmed unused
 | 
						|
	 * @param lot unused
 | 
						|
	 * @param count unused
 | 
						|
	 */
 | 
						|
	void OnBuyFromVendor(Entity* originator, bool confirmed, LOT lot, uint32_t count);
 | 
						|
};
 |