Changed: #1304: Implementation of the "guild" parameter for the "recv_fame" action
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1 changed files with 50 additions and 8 deletions
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@ -1813,6 +1813,11 @@ class CMissionActionRecvFame : public IMissionAction
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LOGMISSIONACTION("recv_fame");
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LOGMISSIONACTION("recv_fame");
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std::vector<TDataSetRow> entities;
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std::vector<TDataSetRow> entities;
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instance->getEntities(entities);
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instance->getEntities(entities);
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// If there is no "guild" parameter we give the fame to every user
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if (!_Guild)
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{
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for ( uint i = 0; i < entities.size(); i++ )
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for ( uint i = 0; i < entities.size(); i++ )
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{
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{
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CEntityId eid = TheDataset.getEntityId(entities[i]);
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CEntityId eid = TheDataset.getEntityId(entities[i]);
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@ -1824,6 +1829,43 @@ class CMissionActionRecvFame : public IMissionAction
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character->sendEventForMissionAvailabilityCheck();
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character->sendEventForMissionAvailabilityCheck();
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}
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}
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}
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// Else we just give it to the guild
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else
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{
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if (entities.size() == 0)
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return;
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CCharacter * user = PlayerManager.getChar( entities[0] );
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if (!user)
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{
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LOGMISSIONACTION("recv_fame : Invalid user");
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return;
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}
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CGuild * guild = CGuildManager::getInstance()->getGuildFromId(user->getGuildId());
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if (guild)
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{
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CFameInterface::getInstance().addFameIndexed(guild->getEId(), _Faction, _Value, true);
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}
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else
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{
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LOGMISSIONACTION("recv_fame : Invalid guild id '" + NLMISC::toString(user->getGuildId()) + "'");
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return;
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}
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// tell everyone some money has been given to the guild
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for ( uint i = 0; i < entities.size(); i++ )
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{
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// Make the client refresh the icons on mission giver NPCs, at once
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CCharacter *character = PlayerManager.getChar(entities[i]);
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if (character)
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character->sendEventForMissionAvailabilityCheck();
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}
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}
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};
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};
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uint32 _Faction;
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uint32 _Faction;
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sint32 _Value;
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sint32 _Value;
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