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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
49 lines
1.7 KiB
C++
49 lines
1.7 KiB
C++
#include "AgPropGuard.h"
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#include "Entity.h"
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#include "Character.h"
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#include "EntityManager.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "Item.h"
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void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState)
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{
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auto* character = target->GetCharacter();
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auto* missionComponent = target->GetComponent<MissionComponent>();
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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const auto state = missionComponent->GetMissionState(320);
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if (missionID == 768 && missionState == MissionState::MISSION_STATE_AVAILABLE)
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{
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if (!character->GetPlayerFlag(71))
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{
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// TODO: Cinematic "MissionCam"
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}
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}
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else if (missionID == 768 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE)
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{
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//remove the inventory items
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for (int item : gearSets)
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{
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auto* id = inventoryComponent->FindItemByLot(item);
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if (id)
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{
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inventoryComponent->UnEquipItem(id);
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inventoryComponent->RemoveItem(id->GetLot(), id->GetCount());
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}
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}
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}
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else if (
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(missionID == 320 && state == MissionState::MISSION_STATE_AVAILABLE) /*||
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(state == MissionState::MISSION_STATE_COMPLETE && missionID == 891 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE)*/
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)
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{
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//GameMessages::SendNotifyClientObject(EntityManager::Instance()->GetZoneControlEntity()->GetObjectID(), u"GuardChat", target->GetObjectID(), 0, target->GetObjectID(), "", target->GetSystemAddress());
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target->GetCharacter()->SetPlayerFlag(113, true);
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EntityManager::Instance()->GetZoneControlEntity()->AddTimer("GuardFlyAway", 1.0f);
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}
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}
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