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https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
fix: general issues with dismantling (#1304)
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parent
98822d400f
commit
57e3a4f4ef
@ -294,13 +294,13 @@ void Item::UseNonEquip(Item* item) {
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const auto type = static_cast<eItemType>(info->itemType);
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if (type == eItemType::MOUNT) {
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if (Game::zoneManager->GetMountsAllowed()){
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if (Game::zoneManager->GetMountsAllowed()) {
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playerInventoryComponent->HandlePossession(this);
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} else {
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ChatPackets::SendSystemMessage(playerEntity->GetSystemAddress(), u"Mounts are not allowed in this zone");
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}
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} else if (type == eItemType::PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY ) {
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if (Game::zoneManager->GetPetsAllowed()){
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} else if (type == eItemType::PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
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if (Game::zoneManager->GetPetsAllowed()) {
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const auto& databasePet = playerInventoryComponent->GetDatabasePet(subKey);
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if (databasePet.lot != LOT_NULL) {
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playerInventoryComponent->SpawnPet(this);
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@ -410,12 +410,19 @@ void Item::DisassembleModel(uint32_t numToDismantle) {
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}
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std::string renderAsset = std::string(result.getStringField(0));
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// normalize path slashes
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for (auto& c : renderAsset) {
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if (c == '\\') c = '/';
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}
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std::string lxfmlFolderName = std::string(result.getStringField(1));
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if (!lxfmlFolderName.empty()) lxfmlFolderName.insert(0, "/");
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std::vector<std::string> renderAssetSplit = GeneralUtils::SplitString(renderAsset, '\\');
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if (renderAssetSplit.size() == 0) return;
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std::vector<std::string> renderAssetSplit = GeneralUtils::SplitString(renderAsset, '/');
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if (renderAssetSplit.empty()) return;
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std::string lxfmlPath = "BrickModels/" + lxfmlFolderName + "/" + GeneralUtils::SplitString(renderAssetSplit.back(), '.').at(0) + ".lxfml";
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std::string lxfmlPath = "BrickModels" + lxfmlFolderName + "/" + GeneralUtils::SplitString(renderAssetSplit.back(), '.').at(0) + ".lxfml";
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auto buffer = Game::assetManager->GetFileAsBuffer(lxfmlPath.c_str());
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if (!buffer.m_Success) {
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@ -461,8 +468,8 @@ void Item::DisassembleModel(uint32_t numToDismantle) {
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auto* model = scene->FirstChildElement("Model");
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if (!model) return;
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auto* group = model->FirstChildElement("Group");
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if (!group) return;
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bricks = model->FirstChildElement("Group");
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if (!bricks) return;
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}
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auto* currentBrick = bricks->FirstChildElement(searchTerm.c_str());
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@ -486,7 +493,7 @@ void Item::DisassembleModel(uint32_t numToDismantle) {
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auto* brickIDTable = CDClientManager::Instance().GetTable<CDBrickIDTableTable>();
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// Second iteration actually distributes the bricks
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for (const auto&[part, count] : parts) {
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for (const auto& [part, count] : parts) {
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const auto partLocal = part;
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const auto brickID = brickIDTable->Query([&](const CDBrickIDTable& entry) {
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return entry.LEGOBrickID == partLocal;
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