mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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fc75d6048f
* moving branch * Add deleteinven slash command * Change name of BRICKS_IN_BBB * Use string_view instead of strcmp * Clean up include tree * Remove unneeded headers from PCH files Removes unneeded headers from pre-compiled headers. This increases compile time, however reduces development time for most files. * Update Entity.h * Update EntityManager.h * Update GameMessages.cpp * There it compiles now Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
45 lines
1.5 KiB
C++
45 lines
1.5 KiB
C++
#include "PropertyBankInteract.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "AMFFormat.h"
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void PropertyBankInteract::OnStartup(Entity* self) {
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auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
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if (zoneControl != nullptr) {
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zoneControl->OnFireEventServerSide(self, "CheckForPropertyOwner");
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}
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}
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void PropertyBankInteract::OnPlayerLoaded(Entity* self, Entity* player) {
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auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
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if (zoneControl != nullptr) {
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zoneControl->OnFireEventServerSide(self, "CheckForPropertyOwner");
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}
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}
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void PropertyBankInteract::OnUse(Entity* self, Entity* user) {
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AMFArrayValue args;
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auto* value = new AMFStringValue();
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value->SetStringValue("bank");
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args.InsertValue("state", value);
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", &args);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"OpenBank", 0, 0, LWOOBJID_EMPTY,
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"", user->GetSystemAddress());
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}
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void PropertyBankInteract::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
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int32_t param2, int32_t param3) {
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if (args == "ToggleBank") {
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AMFArrayValue amfArgs;
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amfArgs.InsertValue("visible", new AMFFalseValue());
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GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleBank", &amfArgs);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"CloseBank", 0, 0, LWOOBJID_EMPTY,
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"", sender->GetSystemAddress());
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}
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}
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