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chore: rename rebuild to quickbuild (#1364)
* rename rebuild to quickbuild * fix includes
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@@ -7,7 +7,7 @@
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#include "Logger.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "DestroyableComponent.h"
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#include "Game.h"
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#include "Logger.h"
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@@ -13,7 +13,7 @@
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#include "DestroyableComponent.h"
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#include "EchoSyncSkill.h"
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#include "PhantomPhysicsComponent.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "eReplicaComponentType.h"
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#include "TeamManager.h"
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#include "eConnectionType.h"
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@@ -412,8 +412,8 @@ bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
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if (!target) return false;
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// ignore quickbuilds that aren't completed
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auto* targetQuickbuildComponent = target->GetComponent<RebuildComponent>();
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if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eRebuildState::COMPLETED) return false;
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auto* targetQuickbuildComponent = target->GetComponent<QuickBuildComponent>();
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if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false;
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return true;
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}
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@@ -6,7 +6,7 @@
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#include "Game.h"
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#include "Logger.h"
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#include "DestroyableComponent.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "Entity.h"
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#include "EntityInfo.h"
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#include "eReplicaComponentType.h"
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@@ -53,10 +53,10 @@ void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
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entity->SetOwnerOverride(context->originator);
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// Unset the flag to reposition the player, this makes it harder to glitch out of the map
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auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
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auto* quickBuildComponent = entity->GetComponent<QuickBuildComponent>();
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if (rebuildComponent != nullptr) {
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rebuildComponent->SetRepositionPlayer(false);
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if (quickBuildComponent != nullptr) {
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quickBuildComponent->SetRepositionPlayer(false);
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}
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Game::entityManager->ConstructEntity(entity);
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@@ -6,7 +6,7 @@
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#include "BehaviorContext.h"
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#include "BaseCombatAIComponent.h"
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#include "EntityManager.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "DestroyableComponent.h"
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#include <vector>
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