mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
7a051afd97
Added support for Items to have a loot source attached to them when dropped or rolled. This fixes the issue where achievements would give the item before it appeared in the achievement window.
60 lines
1.5 KiB
C++
60 lines
1.5 KiB
C++
#include "NjColeNPC.h"
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#include "MissionComponent.h"
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#include "InventoryComponent.h"
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void NjColeNPC::OnEmoteReceived(Entity* self, int32_t emote, Entity* target)
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{
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if (emote != 393)
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{
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return;
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}
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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if (inventoryComponent == nullptr)
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{
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return;
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}
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if (!inventoryComponent->IsEquipped(14499) && !inventoryComponent->IsEquipped(16644))
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{
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return;
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}
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent == nullptr)
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{
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return;
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}
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missionComponent->ForceProgressTaskType(1818, 1, 1);
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}
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void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)
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{
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NjNPCMissionSpinjitzuServer::OnMissionDialogueOK(self, target, missionID, missionState);
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if (missionID == 1818 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE)
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{
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auto* missionComponent = target->GetComponent<MissionComponent>();
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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if (missionComponent == nullptr || inventoryComponent == nullptr)
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{
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return;
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}
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if (inventoryComponent->GetLotCount(14499) > 0)
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{
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inventoryComponent->RemoveItem(14499, 1);
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}
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else
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{
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return;
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}
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inventoryComponent->AddItem(16644, 1, eLootSourceType::LOOT_SOURCE_VENDOR);
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}
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}
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