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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: EconItemFactory: Manages rolling for items requested by the game server
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//
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//=============================================================================
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#include "cbase.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#include "econ/econ_assetapi_context.h"
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using namespace GCSDK;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CEconItemFactory::CEconItemFactory( )
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: m_ulNextObjID( 0 )
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, m_bIsInitialized( false )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the item factory and schema. Return false if init failed
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//-----------------------------------------------------------------------------
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bool CEconItemFactory::BYieldingInit()
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{
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CUtlVector< CUtlString > vecErrors;
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bool bRet = m_schema.BInit( "scripts/items/unencrypted/items_master.txt", "GAME", &vecErrors );
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FOR_EACH_VEC( vecErrors, nError )
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{
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EmitError( SPEW_GC, "%s\n", vecErrors[nError].Get() );
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}
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static const char *pchMaxIDQuery = "SELECT MAX( ID ) FROM "
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"( select max(ID) AS ID FROM Item UNION SELECT MAX(ID) AS ID FROM ForeignItem ) as tbl";
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CSQLAccess sqlAccess;
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if( !sqlAccess.BYieldingExecuteSingleResult<uint64, uint64>( NULL, pchMaxIDQuery, k_EGCSQLType_int64, &m_ulNextObjID, NULL ) )
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{
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EmitError( SPEW_GC, "Failed to read max item ID" );
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return false;
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}
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m_ulNextObjID++; // our next ID is one past the current max ID
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m_bIsInitialized = bRet;
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return bRet;
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}
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static const CEconItemQualityDefinition *GetQualityDefinitionForItemCreation( const CItemSelectionCriteria *pOptionalCriteria, const CEconItemDefinition *pItemDef )
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{
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Assert( pItemDef );
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// Do we have a quality specified? If so, is it a valid quality? If not, we fall back to the
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// quality specified by the item definition, the schema, etc.
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uint8 unQuality = k_unItemQuality_Any;
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// Quality specified in generation request via criteria?
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if ( pOptionalCriteria && pOptionalCriteria->BQualitySet() )
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{
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unQuality = pOptionalCriteria->GetQuality();
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}
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// If not: quality specified in item definition?
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if ( unQuality == k_unItemQuality_Any )
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{
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unQuality = pItemDef->GetQuality();
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}
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// Final fallback: default quality in schema.
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if ( unQuality == k_unItemQuality_Any )
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{
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unQuality = GetItemSchema()->GetDefaultQuality();
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}
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AssertMsg( unQuality != k_unItemQuality_Any, "Unable to locate valid quality!" );
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return GetItemSchema()->GetQualityDefinition( unQuality );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates an item matching the incoming item selection criteria
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// Input: pItem - Pointer to the item to fill in
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// criteria - The criteria that the generated item must match
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// Output: True if a matching item could be generated, false otherwise
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//-----------------------------------------------------------------------------
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CEconItem *CEconItemFactory::CreateRandomItem( const CEconGameAccount *pGameAccount, const CItemSelectionCriteria &criteria )
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{
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// Find a matching item definition.
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const CEconItemDefinition *pItemDef = RollItemDefinition( criteria );
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if ( NULL == pItemDef )
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{
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EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateRandomItem(): Item creation request with no matching definition\n" );
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return NULL;
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}
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const CEconItemQualityDefinition *pQualityDef = GetQualityDefinitionForItemCreation( &criteria, pItemDef );
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if ( NULL == pQualityDef )
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{
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EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateRandomItem(): Item creation request with unknown quality\n" );
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return NULL;
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}
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// At this point we have everything that can fail will already have failed, so we can safely
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// create an item and just move properties over to it.
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CEconItem *pItem = new CEconItem();
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pItem->SetItemID( GetNextID() );
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pItem->SetDefinitionIndex( pItemDef->GetDefinitionIndex() );
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pItem->SetItemLevel( criteria.BItemLevelSet() ? criteria.GetItemLevel() : pItemDef->RollItemLevel() );
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pItem->SetQuality( pQualityDef->GetDBValue() );
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pItem->SetInventoryToken( criteria.GetInitialInventory() );
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pItem->SetQuantity( criteria.BInitialQuantitySet() ? criteria.GetInitialQuantity() : pItemDef->GetDefaultDropQuantity() );
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// don't set account ID
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// Add any custom attributes we need
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if( !BAddGCGeneratedAttributesToItem( pGameAccount, pItem ) )
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{
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delete pItem;
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EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Failed to generate attributes\n" );
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return NULL;
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}
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return pItem;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Creates an item based on a specific item definition index
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// Input: pItem - Pointer to the item to fill in
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// unDefinitionIndex - The definition index of the item to create
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// Output: True if a matching item could be generated, false otherwise
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//-----------------------------------------------------------------------------
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CEconItem *CEconItemFactory::CreateSpecificItem( const CEconGameAccount *pGameAccount, item_definition_index_t unDefinitionIndex )
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{
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// Find the matching index
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const CEconItemDefinition *pItemDef = m_schema.GetItemDefinition( unDefinitionIndex );
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if ( NULL == pItemDef )
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{
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EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Item creation request with no matching definition (def index %u)\n", unDefinitionIndex );
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return NULL;
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}
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const CEconItemQualityDefinition *pQualityDef = GetQualityDefinitionForItemCreation( NULL, pItemDef );
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if ( NULL == pQualityDef )
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{
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EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Item creation request with unknown quality\n" );
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return NULL;
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}
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CEconItem *pItem = new CEconItem();
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if ( pGameAccount != NULL )
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pItem->SetItemID( GetNextID() );
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pItem->SetDefinitionIndex( unDefinitionIndex );
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pItem->SetItemLevel( pItemDef->RollItemLevel() );
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pItem->SetQuality( pQualityDef->GetDBValue() );
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// don't set inventory token
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pItem->SetQuantity( MAX( 1, pItemDef->GetDefaultDropQuantity() ) );
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// Startup test code calls this with a null pGameAccount.
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if ( pGameAccount != NULL )
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{
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pItem->SetAccountID( pGameAccount->Obj().m_unAccountID );
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// Add any custom attributes we need
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if( !BAddGCGeneratedAttributesToItem( pGameAccount, pItem ) )
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{
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delete pItem;
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EmitWarning( SPEW_GC, 2, "CEconItemFactory::CreateSpecificItem(): Failed to generate attributes\n" );
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return NULL;
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}
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}
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return pItem;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Randomly chooses an item definition that matches the criteria
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// Input: sCriteria - The criteria that the generated item must match
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// Output: The chosen item definition, or NULL if no item could be selected
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//-----------------------------------------------------------------------------
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const CEconItemDefinition *CEconItemFactory::RollItemDefinition( const CItemSelectionCriteria &criteria ) const
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{
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// Determine which item templates match the criteria
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CUtlVector<item_definition_index_t> vecMatches;
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const CEconItemSchema::ItemDefinitionMap_t &mapDefs = m_schema.GetItemDefinitionMap();
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FOR_EACH_MAP_FAST( mapDefs, i )
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{
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if ( criteria.BEvaluate( mapDefs[i] ) )
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{
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vecMatches.AddToTail( mapDefs.Key( i ) );
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}
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}
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if ( 0 == vecMatches.Count() )
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return NULL;
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// Choose a random match
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int iIndex = RandomInt( 0, vecMatches.Count() - 1 );
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return m_schema.GetItemDefinition( vecMatches[iIndex] );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generates attributes that the item definition insists it always has, but must be generated by the GC
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// Input:
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//-----------------------------------------------------------------------------
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bool CEconItemFactory::BAddGCGeneratedAttributesToItem( const CEconGameAccount *pGameAccount, CEconItem *pItem ) const
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{
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const CEconItemDefinition *pDef = m_schema.GetItemDefinition( pItem->GetDefinitionIndex() );
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if ( !pDef )
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return false;
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const CUtlVector<static_attrib_t> &vecStaticAttribs = pDef->GetStaticAttributes();
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// Only generate attributes that force the GC to generate them (so they vary per item created)
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FOR_EACH_VEC( vecStaticAttribs, i )
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{
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if ( vecStaticAttribs[i].bForceGCToGenerate )
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{
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ApplyStaticAttributeToItem( pItem, vecStaticAttribs[i], pGameAccount );
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}
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}
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const IEconTool* pTool = pDef->GetEconTool();
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if( pTool )
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{
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if( !pTool->BGenerateDynamicAttributes( pItem, pGameAccount ) )
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return false;
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}
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if ( !pDef->BApplyPropertyGenerators( pItem ) )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CEconItemFactory::ApplyStaticAttributeToItem( CEconItem *pItem, const static_attrib_t& staticAttrib, const CEconGameAccount *pGameAccount ) const
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{
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static CSchemaAttributeDefHandle pAttr_ElevateQuality( "elevate quality" );
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static CSchemaAttributeDefHandle pAttr_ElevateToUnusual( "elevate to unusual if applicable" );
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static CSchemaAttributeDefHandle pAttr_Particle( "attach particle effect" );
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static CSchemaAttributeDefHandle pAttr_HatUnusual( "hat only unusual effect" );
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static CSchemaAttributeDefHandle pAttrDef_TauntUnusual( "taunt only unusual effect" );
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static CSchemaAttributeDefHandle pAttrDef_TauntUnusualAttr( "on taunt attach particle index" );
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const CEconItemAttributeDefinition *pAttrDef = GetItemSchema()->GetAttributeDefinition( staticAttrib.iDefIndex );
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Assert( pAttrDef );
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// Special-case the elevate-quality attribute.
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if ( pAttrDef == pAttr_ElevateQuality )
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{
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//AssertMsg( CEconItem::GetTypedAttributeType<CSchemaAttributeType_Default>( pAttrDef ), "Elevate quality attribute doesn't have the right type!" );
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int iQuality = (int)staticAttrib.m_value.asFloat;
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// Do not change the quality of an item to Strange if it is not basic
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if ( iQuality == AE_STRANGE )
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{
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if ( pItem->GetQuality() == AE_UNIQUE || pItem->GetQuality() == AE_PAINTKITWEAPON || pItem->GetQuality() == AE_NORMAL )
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{
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pItem->SetQuality( iQuality );
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}
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// If the quality is strange, strangify this item
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StrangifyItemInPlace( pItem );
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}
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else
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{
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pItem->SetQuality( iQuality );
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}
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return;
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}
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// Special-case to elevate-quality only if item has particles. This 'attr' needs to be added LAST in a lootlist
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// Or rather after particles may have been granted
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else if ( pAttrDef == pAttr_ElevateToUnusual )
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{
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// Scan all attributes.
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if ( pItem->FindAttribute( pAttr_Particle ) || pItem->FindAttribute( pAttrDef_TauntUnusualAttr ) )
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{
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pItem->SetQuality( AE_UNUSUAL );
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}
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return;
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}
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else if ( pAttrDef == pAttr_HatUnusual )
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{
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// Ensure the target item is a hat, if it is not bail, if it is setup a particle effect attr (Whole head items are considered 'hats' for purposes of unusuals )
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if ( !(pItem->GetItemDefinition()->GetEquipRegionMask() & GetItemSchema()->GetEquipRegionBitMaskByName( "hat" ) )
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&& !(pItem->GetItemDefinition()->GetEquipRegionMask() & GetItemSchema()->GetEquipRegionBitMaskByName( "whole_head" ) )
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) {
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// does not match, bail
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return;
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}
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// create a new static attrib
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static_attrib_t unusualAttr( staticAttrib );
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// load the normal attach effect instead
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pAttr_Particle->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttr_Particle, unusualAttr, pGameAccount );
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return;
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}
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else if ( pAttrDef == pAttrDef_TauntUnusual )
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{
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// Ensure the target item is a taunt, if it is not bail
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if ( pItem->GetItemDefinition()->GetLoadoutSlot( 0 ) != LOADOUT_POSITION_TAUNT )
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{
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// does not match, bail
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CFmtStr fmtStr( "Attempted to put an unusual taunt effect onto item %s, but it's not a taunt! Check which lootlists it appears in and remove it from any that are trying to unusualize it!", pItem->GetItemDefinition()->GetItemDefinitionName() );
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EmitError( SPEW_GC, "%s\n", fmtStr.Get() );
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return;
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}
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// create a new static attrib
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static_attrib_t unusualAttr( staticAttrib );
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// load the normal attach effect instead
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pAttrDef_TauntUnusualAttr->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttrDef_TauntUnusualAttr, unusualAttr, pGameAccount );
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return;
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}
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// Custom attribute initialization code?
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pAttrDef->GetAttributeType()->LoadOrGenerateEconAttributeValue( pItem, pAttrDef, staticAttrib, pGameAccount );
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}
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