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https://github.com/DarkflameUniverse/DarkflameServer
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backup commit with comments
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@ -911,8 +911,8 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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const auto type = static_cast<eItemType>(item->GetInfo().itemType);
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if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == false)
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{
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auto startPosition = m_Parent->GetPosition() + NiPoint3::UNIT_Y + 10;
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{ // Spawn above current position so we dont fall through floor?
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auto startPosition = m_Parent->GetPosition() + NiPoint3::UNIT_Y + 2;
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auto startRotation = NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
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auto angles = startRotation.GetEulerAngles();
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@ -930,19 +930,19 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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auto* carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
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m_Parent->AddChild(carEntity);
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// auto *destroyableComponent = carEntity->GetComponent<DestroyableComponent>();
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// // Setup the vehicle stats.
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// if (destroyableComponent != nullptr) {
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// destroyableComponent->SetMaxImagination(60);
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// destroyableComponent->SetImagination(0);
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// destroyableComponent->SetIsImmune(true);
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// }
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auto *destroyableComponent = carEntity->GetComponent<DestroyableComponent>();
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// Setup the vehicle stats.
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if (destroyableComponent != nullptr) {
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destroyableComponent->SetIsSmashable(false);
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destroyableComponent->SetIsImmune(true);
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}
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// #108
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auto* possessableComponent = carEntity->GetComponent<PossessableComponent>();
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if (possessableComponent != nullptr)
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{
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previousPossessableID = possessableComponent->GetPossessor();
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possessableComponent->SetPossessor(m_Parent->GetObjectID());
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}
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@ -961,11 +961,12 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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}
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}
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}
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// #107
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auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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if (possessorComponent != nullptr)
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{
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previousPossessorID = possessorComponent->GetPossessable();
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possessorComponent->SetPossessable(carEntity->GetObjectID());
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}
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@ -982,8 +983,7 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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GameMessages::SendSetJetPackMode(m_Parent, false);
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(), m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingPlayerLoaded(m_Parent->GetObjectID(), m_Parent->GetObjectID(), carEntity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingPlayerLoaded(m_Parent->GetObjectID(), m_Parent->GetObjectID(), carEntity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingPlayerLoaded(LWOOBJID_EMPTY, m_Parent->GetObjectID(), carEntity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendVehicleUnlockInput(carEntity->GetObjectID(), false, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendTeleport(m_Parent->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
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@ -1002,10 +1002,43 @@ void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
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return;
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} else if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == true)
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{
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// auto *playerInstance = dynamic_cast<Player *>(m_Parent);
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// playerInstance->SendToZone(1200);
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//GameMessages::SendTeleport(m_Parent->GetObjectID(), m_Parent->GetPosition(), m_Parent->GetRotation(), m_Parent->GetSystemAddress(), true, true);
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// reset character component back to what it was
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// auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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// equippedCarEntity->Kill();
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// if (characterComponent != nullptr)
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// {
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// characterComponent->SetIsRacing(false);
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// characterComponent->SetVehicleObjectID(LWOOBJID_EMPTY);
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// }
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// auto* possessableComponent = equippedCarEntity->GetComponent<PossessableComponent>();
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// if (possessableComponent != nullptr)
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// {
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// possessableComponent->SetPossessor(previousPossessableID);
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// previousPossessableID = LWOOBJID_EMPTY;
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// }
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// // #107
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// auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
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// if (possessorComponent != nullptr)
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// {
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// possessorComponent->SetPossessable(previousPossessorID);
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// previousPossessorID = LWOOBJID_EMPTY;
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// }
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GameMessages::SendNotifyRacingClient(LWOOBJID_EMPTY, 3, 0, LWOOBJID_EMPTY, u"", m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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// GameMessages::SendNotifyVehicleOfRacingObject(equippedCarEntity->GetObjectID(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
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// GameMessages::SendRacingPlayerLoaded(LWOOBJID_EMPTY, m_Parent->GetObjectID(), LWOOBJID_EMPTY, UNASSIGNED_SYSTEM_ADDRESS);
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//GameMessages::SendTeleport(m_Parent->GetObjectID(), equippedCarEntity->GetPosition(), equippedCarEntity->GetRotation(), m_Parent->GetSystemAddress(), true, true);
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// EntityManager::Instance()->SerializeEntity(m_Parent);
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auto player = dynamic_cast<Player*>(m_Parent);
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player->SendToZone(player->GetCharacter()->GetZoneID());
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equippedCarEntity->Kill();
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hasCarEquipped = false;
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equippedCarEntity = nullptr;
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return;
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}
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if (!building)
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@ -390,6 +390,8 @@ private:
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*/
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bool hasCarEquipped = false;
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Entity* equippedCarEntity = nullptr;
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LWOOBJID previousPossessableID = LWOOBJID_EMPTY;
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LWOOBJID previousPossessorID = LWOOBJID_EMPTY;
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/**
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* Creates all the proxy items (subitems) for a parent item
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* @param parent the parent item to generate all the subitems for
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