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Fix instance rotation and sastasha workaround
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commit
4d9717ed46
2 changed files with 10 additions and 2 deletions
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@ -3,6 +3,7 @@
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#include <Manager/RNGMgr.h>
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#include <Actor/EventObject.h>
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#include <Actor/Player.h>
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#include <Actor/BNpc.h>
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using namespace Sapphire;
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@ -165,7 +166,7 @@ public:
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nullptr, getId() );
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}
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// TODO: set Seq3
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// TODO: set Seq3 and SeqFinish
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// Pick up key and progress duty
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if( eobj.getName() == "Captainsquarterskey" )
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@ -212,6 +213,10 @@ public:
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void onLeaveTerritory( InstanceContent& instance, Entity::Player& player ) override
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{
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// TODO: Set seq properly once bosses work
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if( instance.getDirectorVar( 0 ) == Seq4 )
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instance.setVar( 0, SeqFinish );
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if( instance.getDirectorVar( 0 ) != SeqFinish )
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return;
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@ -469,7 +469,10 @@ void Sapphire::InstanceContent::onBeforePlayerZoneIn( Sapphire::Entity::Player&
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if( m_pEntranceEObj != nullptr )
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{
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player.setRot( m_pEntranceEObj->getRot() );
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if( rect )
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player.setRot( Util::eulerToDirection( { rect->header.transform.rotation.x, rect->header.transform.rotation.y, rect->header.transform.rotation.z } ) );
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else
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player.setRot( PI );
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player.setPos( m_pEntranceEObj->getPos() );
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}
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else if( rect )
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