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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
18 lines
1.0 KiB
C++
18 lines
1.0 KiB
C++
#include "FvPassThroughWall.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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void FvPassThroughWall::OnCollisionPhantom(Entity* self, Entity* target) {
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auto missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent == nullptr) return;
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//Because at the moment we do not have an ItemComponent component, we check to make sure a Maelstrom-Infused hood is equipped. There are only three in the game right now.
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auto inventoryComponent = target->GetComponent<InventoryComponent>();
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// If no inventory component is found then abort.
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if (inventoryComponent == nullptr) return;
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// If no Maelstrom hoods are equipped then abort.
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if (!inventoryComponent->IsEquipped(WhiteMaelstromHood) && !inventoryComponent->IsEquipped(BlackMaelstromHood) && !inventoryComponent->IsEquipped(RedMaelstromHood)) return;
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// Progress mission Friend of the Ninja since all prerequisites are met.
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missionComponent->ForceProgress(friendOfTheNinjaMissionId, friendOfTheNinjaMissionUid, 1);
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} |