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8cdb388915
* 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 commitd79d8d4991
. * Revert "Revert "Implement Precompiled Headers"" This reverts commit0597faf308
. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
26 lines
1002 B
C++
26 lines
1002 B
C++
#include "PropertyDevice.h"
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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void PropertyDevice::OnStartup(Entity *self) {
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auto* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
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if (zoneControl != nullptr) {
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zoneControl->OnFireEventServerSide(self, "CheckForPropertyOwner");
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}
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}
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void PropertyDevice::OnRebuildComplete(Entity *self, Entity *target) {
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auto propertyOwnerID = self->GetNetworkVar<std::string>(m_PropertyOwnerVariable);
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if (propertyOwnerID == std::to_string(LWOOBJID_EMPTY))
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return;
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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if (missionComponent->GetMissionState(m_PropertyMissionID) == MissionState::MISSION_STATE_ACTIVE) {
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 641, u"create", "callhome");
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missionComponent->ForceProgress(m_PropertyMissionID, 1793, self->GetLOT());
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}
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}
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}
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