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https://github.com/DarkflameUniverse/DarkflameServer
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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
59 lines
1.5 KiB
C++
59 lines
1.5 KiB
C++
#include "FvConsoleLeftQuickbuild.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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void FvConsoleLeftQuickbuild::OnStartup(Entity* self)
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{
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self->SetVar(u"IAmBuilt", false);
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self->SetVar(u"AmActive", false);
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}
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void FvConsoleLeftQuickbuild::OnRebuildNotifyState(Entity* self, eRebuildState state)
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{
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if (state == REBUILD_COMPLETED)
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{
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self->SetVar(u"IAmBuilt", true);
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const auto objects = EntityManager::Instance()->GetEntitiesInGroup("Facility");
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if (!objects.empty())
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{
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objects[0]->NotifyObject(self, "ConsoleLeftUp");
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}
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}
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else if (state == REBUILD_RESETTING)
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{
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self->SetVar(u"IAmBuilt", false);
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self->SetVar(u"AmActive", false);
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const auto objects = EntityManager::Instance()->GetEntitiesInGroup("Facility");
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if (!objects.empty())
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{
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objects[0]->NotifyObject(self, "ConsoleLeftDown");
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}
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}
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}
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void FvConsoleLeftQuickbuild::OnUse(Entity* self, Entity* user)
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{
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if (self->GetVar<bool>(u"AmActive"))
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{
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return;
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}
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if (self->GetVar<bool>(u"IAmBuilt"))
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{
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self->SetVar(u"AmActive", true);
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const auto objects = EntityManager::Instance()->GetEntitiesInGroup("Facility");
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if (!objects.empty())
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{
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objects[0]->NotifyObject(self, "ConsoleLeftActive");
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}
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}
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GameMessages::SendTerminateInteraction(user->GetObjectID(), FROM_INTERACTION, self->GetObjectID());
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}
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