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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 23:47:21 +00:00
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
44 lines
1.0 KiB
C++
44 lines
1.0 KiB
C++
#include "TreasureChestDragonServer.h"
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#include "ScriptedActivityComponent.h"
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#include "TeamManager.h"
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#include "EntityManager.h"
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#include "Loot.h"
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void TreasureChestDragonServer::OnStartup(Entity* self) {
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}
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void TreasureChestDragonServer::OnUse(Entity* self, Entity* user) {
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if (self->GetVar<bool>(u"bUsed")) {
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return;
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}
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self->SetVar<bool>(u"bUsed", true);
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auto* scriptedActivityComponent = self->GetComponent<ScriptedActivityComponent>();
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if (scriptedActivityComponent == nullptr) {
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return;
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}
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auto rating = 1;
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auto* team = TeamManager::Instance()->GetTeam(user->GetObjectID());
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if (team != nullptr) {
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rating = team->members.size();
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for (const auto member : team->members) {
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auto* memberObject = Game::entityManager->GetEntity(member);
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if (memberObject == nullptr) continue;
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Loot::DropActivityLoot(memberObject, self, scriptedActivityComponent->GetActivityID(), rating);
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}
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} else {
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Loot::DropActivityLoot(user, self, scriptedActivityComponent->GetActivityID(), rating);
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}
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self->Smash(self->GetObjectID());
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}
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