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* 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 commit d79d8d499135207e5510184628f4f59f4002e1a5. * Revert "Revert "Implement Precompiled Headers"" This reverts commit 0597faf308fb405f424c6e545b9ed70765e3c797. * Add back in PCH Add back in PCH * Fix CMake Whitespace Remove duplicate file glob Remove newline
22 lines
955 B
C++
22 lines
955 B
C++
#include "VeBricksampleServer.h"
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#include "InventoryComponent.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "GameMessages.h"
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void VeBricksampleServer::OnUse(Entity *self, Entity *user) {
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auto* missionComponent = user->GetComponent<MissionComponent>();
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if (missionComponent != nullptr && missionComponent->GetMissionState(1183) == MissionState::MISSION_STATE_ACTIVE) {
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const auto loot = self->GetVar<int32_t>(m_LootVariable);
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (loot && inventoryComponent != nullptr && inventoryComponent->GetLotCount(loot) == 0) {
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inventoryComponent->AddItem(loot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
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for (auto* brickEntity : EntityManager::Instance()->GetEntitiesInGroup("Bricks")) {
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GameMessages::SendNotifyClientObject(brickEntity->GetObjectID(), u"Pickedup");
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}
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}
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}
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}
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