DarkflameServer/dScripts/BaseInteractDropLootServer.cpp
Jett 0531365cb5
Make loot accurate to the loot drop rates during live. (#216)
* loot fix (broken)

* Fixed loot

* Update SlashCommandHandler.cpp

* Remove debug command

* Roll loot command

* Remove debug log

* Added const references
When this commit is applied it adds const references to the loot system avoid some unnecessary copies.

Co-authored-by: wincent <wincent.holm@gmail.com>
Co-authored-by: Avery <averysumner@gmail.com>
2021-12-20 02:25:45 -08:00

34 lines
978 B
C++

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