Update the wonder victory timer in case the wonder renames.
Reviewed By: smiley Comment By: elexis Differential Revision: https://code.wildfiregames.com/D1732 This was SVN commit r22165.
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@ -1,7 +1,21 @@
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Trigger.prototype.WonderVictoryEntityRenamed = function(data)
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{
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if (this.wonderVictoryMessages[data.entity] && Engine.QueryInterface(data.newentity, IID_Wonder))
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{
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// When an entity is renamed, we first create a new entity,
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// which in case it is a wonder will recieve a timer.
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// However on a rename we want to use the timer from the old entity,
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// so we need to remove the timer of the new entity.
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this.WonderVictoryDeleteTimer(data.newentity);
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this.wonderVictoryMessages[data.newentity] = this.wonderVictoryMessages[data.entity];
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delete this.wonderVictoryMessages[data.entity];
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}
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};
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Trigger.prototype.WonderVictoryOwnershipChanged = function(data)
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{
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let cmpWonder = Engine.QueryInterface(data.entity, IID_Wonder);
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if (!cmpWonder)
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if (!Engine.QueryInterface(data.entity, IID_Wonder))
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return;
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this.WonderVictoryDeleteTimer(data.entity);
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@ -145,6 +159,7 @@ Trigger.prototype.WonderVictorySetWinner = function(playerID)
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{
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let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.RegisterTrigger("OnEntityRenamed", "WonderVictoryEntityRenamed", { "enabled": true });
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cmpTrigger.RegisterTrigger("OnOwnershipChanged", "WonderVictoryOwnershipChanged", { "enabled": true });
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cmpTrigger.RegisterTrigger("OnDiplomacyChanged", "WonderVictoryDiplomacyChanged", { "enabled": true });
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cmpTrigger.RegisterTrigger("OnPlayerWon", "WonderVictoryPlayerWon", { "enabled": true });
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