mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-10 02:08:20 +00:00
c6087ce77a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
20 lines
582 B
C++
20 lines
582 B
C++
#include "AgPicnicBlanket.h"
|
|
#include "Loot.h"
|
|
#include "GameMessages.h"
|
|
#include "Entity.h"
|
|
#include "eTerminateType.h"
|
|
|
|
void AgPicnicBlanket::OnUse(Entity* self, Entity* user) {
|
|
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
|
|
if (self->GetVar<bool>(u"active"))
|
|
return;
|
|
self->SetVar<bool>(u"active", true);
|
|
|
|
auto lootTable = std::unordered_map<LOT, int32_t>{ {935, 3} };
|
|
Loot::DropLoot(user, self, lootTable, 0, 0);
|
|
|
|
self->AddCallbackTimer(5.0f, [self]() {
|
|
self->SetVar<bool>(u"active", false);
|
|
});
|
|
}
|