Store data passed back from SaveDialogueState call (#568)
* Store data passed back from SaveDialogueState call This makes the rest area game playable, though variables still don't save * Woops, bad casing --------- Co-authored-by: DrakiaXYZ <565558+TheDgtl@users.noreply.github.com>
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@@ -5,17 +5,17 @@ namespace SPTarkov.Server.Core.Models.Eft.Inventory;
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public record SaveDialogueStateRequest : InventoryBaseActionRequestData
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{
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[JsonPropertyName("nodePathTraveled")]
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public List<NodePathTraveled> NodePathTraveled { get; set; }
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public List<NodePathTraveled>? DialogueProgress { get; set; }
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}
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public class NodePathTraveled
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{
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[JsonPropertyName("traderId")]
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public string TraderId { get; set; }
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public string? TraderId { get; set; }
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[JsonPropertyName("dialogueId")]
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public string DialogueId { get; set; }
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public string? DialogueId { get; set; }
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[JsonPropertyName("nodeId")]
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public string NodeId { get; set; }
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public string? NodeId { get; set; }
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}
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@@ -2,6 +2,7 @@ using System.Text.Json.Serialization;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Common;
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using SPTarkov.Server.Core.Models.Eft.Common.Tables;
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using SPTarkov.Server.Core.Models.Eft.Inventory;
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using SPTarkov.Server.Core.Models.Eft.Prestige;
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using SPTarkov.Server.Core.Models.Enums;
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using SPTarkov.Server.Core.Models.Spt.Dialog;
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@@ -58,6 +59,12 @@ public record SptProfile
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/// </summary>
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[JsonPropertyName("customisationUnlocks")]
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public List<CustomisationStorage>? CustomisationUnlocks { get; set; }
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/// <summary>
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/// Stores the most recently sent dialog progress result from the client
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/// </summary>
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[JsonPropertyName("dialogueProgress")]
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public List<NodePathTraveled>? DialogueProgress { get; set; }
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}
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public record TraderPurchaseData
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