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https://github.com/DarkflameUniverse/DarkflameServer
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c6087ce77a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Huge loot namespace rework - Remove all excess memory usage - do not cache components registry - cache loot matrices on startup of the destroyable component - convert loot singleton class to a namespace - rework loot cdclient tables to operate closer to how someone would actually use them (basically doing the previous LootGenerator::LootGenerator caching but in those tables) - Memory usage reduced by 10%+ across the board * cache rebuild matrix * Database: move reading to own function Also change name of cache to PascalCase * Database: Move common function rading
28 lines
967 B
C++
28 lines
967 B
C++
#include "VeMissionConsole.h"
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#include "InventoryComponent.h"
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#include "Character.h"
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#include "GameMessages.h"
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#include "Loot.h"
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#include "eTerminateType.h"
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void VeMissionConsole::OnUse(Entity* self, Entity* user) {
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Loot::DropActivityLoot(user, self, 12551);
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (inventoryComponent != nullptr) {
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inventoryComponent->AddItem(12547, 1, eLootSourceType::ACTIVITY); // Add the panel required for pickup
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}
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// The flag to set is 101<number>
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const auto flagNumber = self->GetVar<std::u16string>(m_NumberVariable);
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const int32_t flag = std::stoi("101" + GeneralUtils::UTF16ToWTF8(flagNumber));
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auto* character = user->GetCharacter();
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if (character != nullptr) {
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character->SetPlayerFlag(flag, true);
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}
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"");
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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}
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