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https://github.com/DarkflameUniverse/DarkflameServer.git
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4fe335cc66
* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names. Add a proper default constructor * Update MasterServer.cpp * Fix bugs and add more tests * Refactor: AMF with templates in mind - Remove hard coded bodge - Use templates and generics to allow for much looser typing and strengthened implementation - Move code into header only implementation for portability Refactor: Convert AMF implementation to templates - Rip out previous implementation - Remove all extraneous terminology - Add proper overloads for all types of inserts - Fix up tests and codebase * Fix compiler errors * Check for null first * Add specialization for const char* * Update tests for new template specialization * Switch BitStream to use references * Rename files * Check enum bounds on deserialize I did this on a phone
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
#include "PropertyBankInteract.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "Amf3.h"
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#include "Entity.h"
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void PropertyBankInteract::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 PropertyBankInteract::OnPlayerLoaded(Entity* self, Entity* player) {
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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 PropertyBankInteract::OnUse(Entity* self, Entity* user) {
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AMFArrayValue args;
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args.Insert("state", "bank");
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GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", args);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"OpenBank", 0, 0, LWOOBJID_EMPTY,
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"", user->GetSystemAddress());
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}
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void PropertyBankInteract::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
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int32_t param2, int32_t param3) {
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if (args == "ToggleBank") {
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AMFArrayValue amfArgs;
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amfArgs.Insert("visible", false);
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GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleBank", amfArgs);
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"CloseBank", 0, 0, LWOOBJID_EMPTY,
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"", sender->GetSystemAddress());
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}
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}
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