Skip to content

Commit

Permalink
Add reputation as a repeatable mission reward (#1590)
Browse files Browse the repository at this point in the history
This reverts commit 7d1a28b492b263aba2008a5984dc0f5e7348a068.

Add stubbing for abbreviations

Reward reputation always if possible
  • Loading branch information
EmosewaMC authored May 22, 2024
1 parent dea10c6 commit dc430d9
Showing 1 changed file with 10 additions and 9 deletions.
19 changes: 10 additions & 9 deletions dGame/dMission/Mission.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -454,6 +454,16 @@ void Mission::YieldRewards() {
}
}

// Even with no repeatable column, reputation is repeatable
if (info.reward_reputation > 0) {
missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, LWOOBJID_EMPTY, "", info.reward_reputation);
auto* const character = entity->GetComponent<CharacterComponent>();
if (character) {
character->SetReputation(character->GetReputation() + info.reward_reputation);
GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
}
}

if (m_Completions > 0) {
std::vector<std::pair<LOT, uint32_t>> items;

Expand Down Expand Up @@ -532,15 +542,6 @@ void Mission::YieldRewards() {
modelInventory->SetSize(modelInventory->GetSize() + info.reward_bankinventory);
}

if (info.reward_reputation > 0) {
missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, 0L, "", info.reward_reputation);
auto character = entity->GetComponent<CharacterComponent>();
if (character) {
character->SetReputation(character->GetReputation() + info.reward_reputation);
GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
}
}

if (info.reward_maxhealth > 0) {
destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info.reward_maxhealth), true);
}
Expand Down

0 comments on commit dc430d9

Please sign in to comment.