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Fix for hackable entities not resetting their hack state when resecured by the empire that owns the hackable (#238)
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6445883ccf
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7cec0bb577
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@ -1,10 +1,11 @@
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package net.psforever.objects.serverobject.hackable
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import net.psforever.objects.Player
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import net.psforever.objects.serverobject.affinity.FactionAffinity
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import net.psforever.packet.game.{PlanetSideGUID, TriggeredSound}
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import net.psforever.types.Vector3
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trait Hackable {
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trait Hackable extends FactionAffinity {
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/** An entry that maintains a reference to the `Player`, and the player's GUID and location when the message was received. */
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private var hackedBy : Option[(Player, PlanetSideGUID, Vector3)] = None
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def HackedBy : Option[(Player, PlanetSideGUID, Vector3)] = hackedBy
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@ -24,8 +25,8 @@ trait Hackable {
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hackedBy = Some(agent.get, agent.get.GUID, agent.get.Position)
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}
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case Some(_) =>
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//clear the hack state
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if(agent.isEmpty) {
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//clear the hack state if no agent is provided or the agent's faction matches the object faction
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if(agent.isEmpty || agent.get.Faction == this.Faction) {
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hackedBy = None
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}
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//override the hack state with a new hack state if the new user has different faction affiliation
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