mirror of
https://github.com/SapphireServer/Sapphire.git
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359 lines
No EOL
12 KiB
C++
359 lines
No EOL
12 KiB
C++
// This is an automatically generated C++ script template
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// Content needs to be added by hand to make it function
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// In order for this script to be loaded, move it to the correct folder in <root>/scripts/
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#include "Manager/EventMgr.h"
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#include <Actor/Player.h>
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#include <ScriptObject.h>
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#include <Service.h>
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#include "Actor/BNpc.h"
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#include "Manager/TerritoryMgr.h"
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#include "Territory/Territory.h"
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// Quest Script: GaiUsb801_00910
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// Quest Name: Road to Redemption
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// Quest ID: 66446
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// Start NPC: 1006384
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// End NPC: 1006384
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using namespace Sapphire;
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class GaiUsb801 : public Sapphire::ScriptAPI::QuestScript
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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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// BitFlag8
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// UI8AL
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/// Countable Num: 0 Seq: 1 Event: 1 Listener: 1006407
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/// Countable Num: 0 Seq: 2 Event: 5 Listener: 1904
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/// Countable Num: 0 Seq: 3 Event: 1 Listener: 1006408
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/// Countable Num: 0 Seq: 255 Event: 1 Listener: 1006409
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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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Seq1 = 1,
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Seq2 = 2,
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Seq3 = 3,
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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 = 1006384;//Haurchefant
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static constexpr auto Actor1 = 1006407;//Francel
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static constexpr auto Actor2 = 1006408;//Unsettled Knight
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static constexpr auto Actor3 = 1006409;//Unnerved Knight
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static constexpr auto Actor4 = 1006410;//Unfit Knight
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static constexpr auto Enemy0 = 4293113;
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static constexpr auto EventActionRescueUnderMiddle = 35;
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static constexpr auto EventActionRescueUnderShort = 34;
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public:
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GaiUsb801() : Sapphire::ScriptAPI::QuestScript( 66446 ){};
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~GaiUsb801() = default;
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//////////////////////////////////////////////////////////////////////
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// Event Handlers
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void onTalk( World::Quest& quest, Entity::Player& player, uint64_t actorId ) override
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{
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switch( actorId )
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{
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case Actor0:
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{
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if( quest.getSeq() == Seq0 )
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Scene00000( quest, player );
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else if( quest.getSeq() == SeqFinish )
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Scene00015( quest, player );
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break;
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}
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case Actor1:
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{
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if( quest.getSeq() == Seq1 )
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Scene00002( quest, player );
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else if( quest.getSeq() == Seq2 )
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Scene00012( quest, player );
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else if( quest.getSeq() == Seq3 )
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Scene00014( quest, player );
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break;
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}
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case Actor2:
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{
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if( quest.getSeq() == Seq1 )
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Scene00003( quest, player );
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else if( quest.getSeq() == Seq2 )
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eventMgr().eventActionStart(
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player, getId(), EventActionRescueUnderShort,
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[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
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Scene00007( quest, player );
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},
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nullptr, 0 );
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break;
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}
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case Actor3:
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{
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if( quest.getSeq() == Seq1 )
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Scene00004( quest, player );
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else if( quest.getSeq() == Seq2 )
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eventMgr().eventActionStart(
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player, getId(), EventActionRescueUnderShort,
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[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
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Scene00009( quest, player );
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},
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nullptr, 0 );
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break;
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}
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case Actor4:
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{
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if( quest.getSeq() == Seq1 )
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Scene00005( quest, player );
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else if( quest.getSeq() == Seq2 )
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eventMgr().eventActionStart(
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player, getId(), EventActionRescueUnderShort,
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[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
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Scene00011( quest, player );
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},
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nullptr, 0 );
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break;
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}
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}
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}
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void onBNpcKill( World::Quest& quest, uint16_t nameId, uint32_t entityId, Entity::Player& player ) override
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{
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switch( entityId )
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{
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case Enemy0:
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{
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// quest.setBitFlag8( 1, false );
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quest.setSeq( Seq2 );
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eventMgr().sendEventNotice( player, getId(), 0, 0 );
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break;
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}
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}
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}
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private:
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void checkQuestCompletion( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().sendEventNotice( player, getId(), 1, 2, quest.getUI8AL(), 3 );
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if( quest.getUI8AL() >= 3 )
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{
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quest.setUI8AL( 0 );
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quest.setSeq( Seq3 );
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}
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}
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//////////////////////////////////////////////////////////////////////
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// Available Scenes in this quest, not necessarly all are used
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//////////////////////////////////////////////////////////////////////
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void Scene00000( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 0, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00000Return ) );
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}
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void Scene00000Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )// accept quest
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{
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Scene00001( quest, player );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00001( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 1, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00001Return ) );
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}
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void Scene00001Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setSeq( Seq1 );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00002( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 2, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00002Return ) );
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}
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void Scene00002Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
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auto enemySpawned = instance->getActiveBNpcByInstanceIdAndTriggerOwner( Enemy0, player.getId() );
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if( !enemySpawned )
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{
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auto enemy = instance->createBNpcFromInstanceId( Enemy0, 413 /*TODO: Find the right value*/, Common::BNpcType::Enemy, player.getId() );
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enemy->hateListAdd( player.getAsPlayer(), 1 );
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// quest.setBitFlag8( 1, true );
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}
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00003( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 3, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00003Return ) );
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}
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void Scene00003Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00004( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 4, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00004Return ) );
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}
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void Scene00004Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00005( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 5, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00005Return ) );
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}
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void Scene00005Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00006( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 6, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00006Return ) );
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}
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void Scene00006Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00007( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 7, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00007Return ) );
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}
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void Scene00007Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setUI8AL( quest.getUI8AL() + 1 );
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quest.setBitFlag8( 1, true );
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checkQuestCompletion( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00008( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 8, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00008Return ) );
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}
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void Scene00008Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00009( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 9, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00009Return ) );
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}
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void Scene00009Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setUI8AL( quest.getUI8AL() + 1 );
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quest.setBitFlag8( 2, true );
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checkQuestCompletion( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00010( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 10, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00010Return ) );
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}
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void Scene00010Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00011( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 11, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00011Return ) );
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}
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void Scene00011Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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quest.setUI8AL( quest.getUI8AL() + 1 );
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quest.setBitFlag8( 3, true );
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checkQuestCompletion( quest, player );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00012( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 12, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00012Return ) );
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}
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void Scene00012Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00013( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 13, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00013Return ) );
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}
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void Scene00013Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00014( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 14, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00014Return ) );
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}
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void Scene00014Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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eventMgr().sendEventNotice( player, getId(), 2, 0 );
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quest.setSeq( SeqFinish );
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}
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//////////////////////////////////////////////////////////////////////
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void Scene00015( World::Quest& quest, Entity::Player& player )
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{
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eventMgr().playQuestScene( player, getId(), 15, HIDE_HOTBAR, bindSceneReturn( &GaiUsb801::Scene00015Return ) );
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}
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void Scene00015Return( World::Quest& quest, Entity::Player& player, const Event::SceneResult& result )
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{
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if( result.getResult( 0 ) == 1 )
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{
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player.finishQuest( getId(), result.getResult(1) );
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}
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}
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};
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EXPOSE_SCRIPT( GaiUsb801 ); |