mirror of
https://github.com/SapphireServer/Sapphire.git
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233 lines
No EOL
7.5 KiB
C++
233 lines
No EOL
7.5 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: GaiUsc602_01002
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// Quest Name: Acting the Part
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// Quest ID: 66538
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// Start NPC: 1006531
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// End NPC: 1006531
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using namespace Sapphire;
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class GaiUsc602 : 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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// UI8AH
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// UI8AL
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/// Countable Num: 0 Seq: 1 Event: 10 Listener: 5000000
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/// Countable Num: 0 Seq: 255 Event: 1 Listener: 2002238
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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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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 = 1006531;//Glaumunt
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static constexpr auto Enemy0 = 4300144;
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static constexpr auto Enemy1 = 4300145;
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static constexpr auto Eobject0 = 2002238;//Destination (Seq1)
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static constexpr auto Eobject1 = 2002546;
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static constexpr auto Eventrange0 = 4324033;
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static constexpr auto EventActionSearch = 1;
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static constexpr auto EventActionWaiting = 10;
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static constexpr auto LocAction1 = 1014;
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static constexpr auto LocAction2 = 82;
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static constexpr auto LocAction3 = 587;
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static constexpr auto LocActor0 = 1002910;
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static constexpr auto LocActor1 = 1002910;
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static constexpr auto LocPosActor0 = 4329221;
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static constexpr auto LocPosActor1 = 4329222;
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static constexpr auto Reward0 = 23;
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public:
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GaiUsc602() : Sapphire::ScriptAPI::QuestScript( 66538 ){};
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~GaiUsc602() = 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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Scene00007( quest, player );
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break;
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}
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case Eobject0:
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{
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if( quest.getUI8AL() < 2 )
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Scene00003( quest, player );
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else
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eventMgr().eventActionStart(
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player, getId(), EventActionWaiting,
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[ & ]( Entity::Player& player, uint32_t eventId, uint64_t additional ) {
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Scene00004( 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, Entity::BNpc& bnpc, Entity::Player& player ) override
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{
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switch( bnpc.getLayoutId() )
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{
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case Enemy0:
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case Enemy1:
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{
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quest.setUI8AL( quest.getUI8AL() + 1 );
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break;
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}
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}
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}
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void onWithinRange( World::Quest& quest, Entity::Player& player, uint32_t eventId, uint32_t param1, float x, float y, float z ) override
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{
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if( param1 == Eventrange0 )
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{
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auto instance = teriMgr().getTerritoryByGuId( player.getTerritoryId() );
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auto enemy0spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy0, player.getId() );
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auto enemy1spawned = instance->getActiveBNpcByLayoutIdAndTriggerOwner( Enemy1, player.getId() );
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if( !enemy0spawned && !enemy1spawned && quest.getUI8AL() < 2 )
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Scene00002( quest, 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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//////////////////////////////////////////////////////////////////////
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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( &GaiUsc602::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( &GaiUsc602::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( &GaiUsc602::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 enemy0 = instance->createBNpcFromLayoutId( Enemy0, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
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auto enemy1 = instance->createBNpcFromLayoutId( Enemy1, 1220 /*Find the right value*/, Common::BNpcType::Enemy, player.getId() );
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enemy0->hateListAddDelayed( player.getAsPlayer(), 1 );
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enemy1->hateListAddDelayed( player.getAsPlayer(), 1 );
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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( &GaiUsc602::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, FADE_OUT | CONDITION_CUTSCENE | HIDE_UI, bindSceneReturn( &GaiUsc602::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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eventMgr().sendEventNotice( player, getId(), 0, 0 );
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quest.setSeq( SeqFinish );
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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( &GaiUsc602::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( &GaiUsc602::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( &GaiUsc602::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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if( result.getResult( 0 ) == 1 )
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{
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player.setSystemActionUnlocked( Common::UnlockEntry::EmoteImperialSalute );
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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( GaiUsc602 ); |