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https://github.com/DarkflameUniverse/DarkflameServer.git
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c6087ce77a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
20 lines
582 B
C++
20 lines
582 B
C++
#include "AgPicnicBlanket.h"
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#include "Loot.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "eTerminateType.h"
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void AgPicnicBlanket::OnUse(Entity* self, Entity* user) {
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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if (self->GetVar<bool>(u"active"))
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return;
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self->SetVar<bool>(u"active", true);
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auto lootTable = std::unordered_map<LOT, int32_t>{ {935, 3} };
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Loot::DropLoot(user, self, lootTable, 0, 0);
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self->AddCallbackTimer(5.0f, [self]() {
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self->SetVar<bool>(u"active", false);
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});
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}
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