DarkflameServer/dGame/dGameMessages/PropertySelectQueryProperty.h
David Markowitz ec501831e6
fix: Remove database requirements for Property Entrance Component and greatly simplify logic (#1650)
* remove complex queries and move logic to dDatabase

remove unused code

Use correct id

fix arrows

use correct parameter

fix queries

Update Property.cpp

remove unused header

remove extra include

* fix tests

* Update dGame/dComponents/PropertyEntranceComponent.h

Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>

* Update dGame/User.h

Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>

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Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>
2024-11-23 15:56:31 -06:00

30 lines
1.4 KiB
C++

#pragma once
#ifndef PROPERTYSELECTQUERY_H
#define PROPERTYSELECTQUERY_H
#include "Entity.h"
class PropertySelectQueryProperty final {
public:
void Serialize(RakNet::BitStream& stream) const;
void Deserialize(RakNet::BitStream& stream) const;
LWOCLONEID CloneId = LWOCLONEID_INVALID; // The cloneID of the property
std::string OwnerName = ""; // The property owners name
std::string Name = ""; // The property name
std::string Description = ""; // The property description
float Reputation = 0; // The reputation of the property
bool IsBestFriend = false; // Whether or not the property belongs to a best friend
bool IsFriend = false; // Whether or not the property belongs to a friend
bool IsModeratorApproved = false; // Whether or not a moderator has approved this property
bool IsAlt = false; // Whether or not the property is owned by an alt of the account owner
bool IsOwned = false; // Whether or not the property is owned
uint32_t AccessType = 0; // The privacy option of the property
uint64_t DateLastPublished = 0; // The last day the property was published
float PerformanceCost = 0; // The performance cost of the property
};
#endif