DarkflameServer/dScripts/FvPassThroughWall.cpp
David Markowitz 8cdb388915
Optimize scripts for faster compilation (#597)
* Implement Precompiled Headers

* First volume of optimizations

* Scripts A-B

Gonna be doing this in alphabetical order now.

* C Scripts and remove unneeded includes from base cppscripts header

Remove the MissionComponent and Loot includes from all base scripts and place their needed includes in the respective scripts.

* D scripts

* F scripts

* F scripts 2

Finish up removing extraneous includes from scripts that start with the letter F

* G scripts

Removing extraneous includes from scripts that start with the letter G

* I scripts

Removing extraneous includes from scripts that start with the letter I

* M-Z scripts

Removing extraneous includes from scripts that start with the letter M-Z

* Revert "Implement Precompiled Headers"

This reverts commit d79d8d4991.

* Revert "Revert "Implement Precompiled Headers""

This reverts commit 0597faf308.

* Add back in PCH

Add back in PCH

* Fix CMake

Whitespace

Remove duplicate file glob

Remove newline
2022-07-04 23:00:10 -07:00

18 lines
1.0 KiB
C++

#include "FvPassThroughWall.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
void FvPassThroughWall::OnCollisionPhantom(Entity* self, Entity* target) {
auto missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
//Because at the moment we do not have an ItemComponent component, we check to make sure a Maelstrom-Infused hood is equipped. There are only three in the game right now.
auto inventoryComponent = target->GetComponent<InventoryComponent>();
// If no inventory component is found then abort.
if (inventoryComponent == nullptr) return;
// If no Maelstrom hoods are equipped then abort.
if (!inventoryComponent->IsEquipped(WhiteMaelstromHood) && !inventoryComponent->IsEquipped(BlackMaelstromHood) && !inventoryComponent->IsEquipped(RedMaelstromHood)) return;
// Progress mission Friend of the Ninja since all prerequisites are met.
missionComponent->ForceProgress(friendOfTheNinjaMissionId, friendOfTheNinjaMissionUid, 1);
}