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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
31 lines
901 B
C++
31 lines
901 B
C++
#include "BaseInteractDropLootServer.h"
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#include "Loot.h"
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#include "GameMessages.h"
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void BaseInteractDropLootServer::OnUse(Entity* self, Entity* user) {
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BaseUse(self, user);
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}
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void BaseInteractDropLootServer::BaseUse(Entity* self, Entity* user) {
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auto cooldownTime = self->GetVar<float>(u"cooldownTime");
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if (cooldownTime == 0) cooldownTime = 5;
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uint32_t lootMatrix = self->GetVar<int32_t>(u"UseLootMatrix");
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if (lootMatrix == 0) lootMatrix = self->GetVar<int32_t>(u"smashable_loot_matrix");
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if (lootMatrix == 0) lootMatrix = 715;
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auto useSound = self->GetVar<std::string>(u"sound1");
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if (!useSound.empty()) {
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GameMessages::SendPlayNDAudioEmitter(self, user->GetSystemAddress(), useSound);
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}
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self->SetNetworkVar(u"bInUse", true);
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Loot::DropLoot(user, self, lootMatrix, 0, 0);
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self->AddCallbackTimer(cooldownTime, [this, self]() {
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self->SetNetworkVar(u"bInUse", false);
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});
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}
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