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https://github.com/DarkflameUniverse/DarkflameServer.git
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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
53 lines
2.2 KiB
C++
53 lines
2.2 KiB
C++
#include "BootyDigServer.h"
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "MissionComponent.h"
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#include "MissionTaskType.h"
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void BootyDigServer::OnStartup(Entity *self) {
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auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
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if (zoneControlObject != nullptr) {
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zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
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}
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}
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void BootyDigServer::OnPlayerLoaded(Entity *self, Entity *player) {
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auto* zoneControlObject = EntityManager::Instance()->GetZoneControlEntity();
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if (zoneControlObject != nullptr) {
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zoneControlObject->OnFireEventServerSide(self, "CheckForPropertyOwner");
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}
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}
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void
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BootyDigServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1, int32_t param2,
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int32_t param3) {
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auto propertyOwner = self->GetNetworkVar<std::string>(u"PropertyOwnerID");
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auto* player = self->GetParentEntity();
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if (player == nullptr)
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return;
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if (args == "ChestReady" && (propertyOwner == std::to_string(LWOOBJID_EMPTY) || player->GetVar<bool>(u"bootyDug"))) {
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self->Smash(self->GetObjectID(), SILENT);
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} else if (args == "ChestOpened") {
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// Make sure players only dig up one booty per instance
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player->SetVar<bool>(u"bootyDug", true);
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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auto* mission = missionComponent->GetMission(1881);
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if (mission != nullptr && (mission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE || mission->GetMissionState() == MissionState::MISSION_STATE_COMPLETE_ACTIVE)) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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auto* renderComponent = self->GetComponent<RenderComponent>();
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if (renderComponent != nullptr)
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renderComponent->PlayEffect(7730, u"cast", "bootyshine");
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LootGenerator::Instance().DropLoot(player, self, 231, 75, 75);
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}
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}
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} else if (args == "ChestDead") {
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self->Smash(player->GetObjectID(), SILENT);
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}
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}
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