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Physics/, Activity/ (activity, scripted activity, shooting gallery, quickbuild, minigame control, racing control base, racing control, gate rush), Vendor/, Character/ (what the client makes with a character, plus ghost, minifig and mission), Sound/ and Property/; the rest stays where it was. File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
#pragma once
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#include "Entity.h"
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#include "Component.h"
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#include "eReplicaComponentType.h"
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/**
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* The property guard that stands on a property before it's claimed, allows entities to attempt claiming this property.
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*/
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class PropertyVendorComponent final : public Component {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_VENDOR;
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explicit PropertyVendorComponent(Entity* parent, const int32_t componentID);
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/**
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* Handles a use event from some entity, if the property is cleared this allows the entity to claim it
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* @param originator the entity that triggered this event
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*/
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bool OnRequestUse(GameMessages::RequestUseEvent& event);
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/**
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* Handles a property data query after the property has been claimed, sending information about the property to the
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* triggering entity.
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* @param originator the entity that triggered the event
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* @param sysAddr the system address to send game message response to
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*/
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void OnQueryPropertyData(Entity* originator, const SystemAddress& sysAddr);
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/**
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* Claims the property
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* @param originator the entity that attempted to claim the property
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* @param confirmed unused
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* @param lot unused
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* @param count unused
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*/
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void OnBuyFromVendor(Entity* originator, bool confirmed, LOT lot, uint32_t count);
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};
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