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e524b86e12
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
42 lines
1.4 KiB
C++
42 lines
1.4 KiB
C++
#include "RemoveRentalGear.h"
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#include "InventoryComponent.h"
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#include "Item.h"
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#include "eMissionState.h"
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#include "Character.h"
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#include "eReplicaComponentType.h"
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/*
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--------------------------------------------------------------
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--Removes the rental gear from the player on mission turn in
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--
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--created mrb ... 5 / 25 / 11
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--updated abeechler 6 / 27 / 11 ... Add session flag resetting for set equips
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--ported Max 21/07/2020
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--------------------------------------------------------------
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--add missionID configData to the object in HF to remove this
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--gear what the specified mission is completed
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--------------------------------------------------------------
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*/
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void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID != defaultMission && missionID != 313) return;
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if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
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auto inv = static_cast<InventoryComponent*>(target->GetComponent(eReplicaComponentType::INVENTORY));
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if (!inv) return;
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//remove the inventory items
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for (int item : gearSets) {
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auto* id = inv->FindItemByLot(item);
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if (id) {
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inv->UnEquipItem(id);
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inv->RemoveItem(id->GetLot(), id->GetCount());
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}
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}
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//reset the equipment flag
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auto character = target->GetCharacter();
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if (character) character->SetPlayerFlag(equipFlag, false);
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}
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}
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