chore: rename rebuild to quickbuild (#1364)

* rename rebuild to quickbuild

* fix includes
This commit is contained in:
Aaron Kimbrell
2023-12-28 22:24:30 -06:00
committed by GitHub
parent fddf99946f
commit 15954413ae
95 changed files with 422 additions and 422 deletions

View File

@@ -7,7 +7,7 @@
#include "Logger.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "Logger.h"

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@@ -13,7 +13,7 @@
#include "DestroyableComponent.h"
#include "EchoSyncSkill.h"
#include "PhantomPhysicsComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "eReplicaComponentType.h"
#include "TeamManager.h"
#include "eConnectionType.h"
@@ -412,8 +412,8 @@ bool BehaviorContext::CheckTargetingRequirements(const Entity* target) const {
if (!target) return false;
// ignore quickbuilds that aren't completed
auto* targetQuickbuildComponent = target->GetComponent<RebuildComponent>();
if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eRebuildState::COMPLETED) return false;
auto* targetQuickbuildComponent = target->GetComponent<QuickBuildComponent>();
if (targetQuickbuildComponent && targetQuickbuildComponent->GetState() != eQuickBuildState::COMPLETED) return false;
return true;
}

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@@ -6,7 +6,7 @@
#include "Game.h"
#include "Logger.h"
#include "DestroyableComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "Entity.h"
#include "EntityInfo.h"
#include "eReplicaComponentType.h"
@@ -53,10 +53,10 @@ void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
entity->SetOwnerOverride(context->originator);
// Unset the flag to reposition the player, this makes it harder to glitch out of the map
auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
auto* quickBuildComponent = entity->GetComponent<QuickBuildComponent>();
if (rebuildComponent != nullptr) {
rebuildComponent->SetRepositionPlayer(false);
if (quickBuildComponent != nullptr) {
quickBuildComponent->SetRepositionPlayer(false);
}
Game::entityManager->ConstructEntity(entity);

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@@ -6,7 +6,7 @@
#include "BehaviorContext.h"
#include "BaseCombatAIComponent.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include <vector>