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Next quest.
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src/scripts/quest/SubSea051.cpp
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88
src/scripts/quest/SubSea051.cpp
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#include <Actor/Player.h>
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#include "Manager/EventMgr.h"
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#include <ScriptObject.h>
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#include "Framework.h"
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using namespace Sapphire;
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// Quest Script: SubSea051_00463
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// Quest Name: Dressed to Call
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// Quest ID: 65999
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// Start NPC: 1002626
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// End NPC: 1002626
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class SubSea051 : public Sapphire::ScriptAPI::EventScript
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{
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private:
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// Basic quest information
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// Quest vars / flags used
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// GetQuestUI8AL
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// Steps in this quest ( 0 is before accepting,
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// 1 is first, 255 means ready for turning it in
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enum Sequence : uint8_t
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{
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Seq0 = 0,
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SeqFinish = 255,
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};
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// Entities found in the script data of the quest
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static constexpr auto Actor0 = 1002626;
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static constexpr auto Seq0Actor0 = 0;
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static constexpr auto Seq1Actor0 = 1;
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public:
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SubSea051() : Sapphire::ScriptAPI::EventScript( 65999 ){};
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~SubSea051() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( uint32_t eventId, Entity::Player& player, uint64_t actorId ) override
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{
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auto pEventMgr = m_framework->get< World::Manager::EventMgr >();
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//auto actor = pEventMgr->mapEventActorToRealActor( actorId );
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if( player.getQuestSeq( getId() ) == 0 )
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{
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Scene00000( player );
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}
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else
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{
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Scene00001( player );
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}
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}
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private:
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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void Scene00000( Entity::Player& player )
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{
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player.playScene( getId(), 0, 0,
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[ & ]( Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.param2 == 1 )
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{
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player.updateQuest( getId(), Sequence::SeqFinish );
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}
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});
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}
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void Scene00001( Entity::Player& player )
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{
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player.playScene( getId(), 1, 0,
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[ & ]( Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.param2 == 1 )
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{
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if( player.giveQuestRewards( getId(), result.param3 ) )
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{
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player.finishQuest( getId() );
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}
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}
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});
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}
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};
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EXPOSE_SCRIPT( SubSea051 );
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