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chore: rename rebuild to quickbuild (#1364)
* rename rebuild to quickbuild * fix includes
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@@ -1,11 +1,11 @@
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#include "ActParadoxPipeFix.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 "GameMessages.h"
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#include "MissionComponent.h"
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#include "eEndBehavior.h"
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void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
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void ActParadoxPipeFix::OnQuickBuildComplete(Entity* self, Entity* target) {
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const auto myGroup = "AllPipes";
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const auto groupObjs = Game::entityManager->GetEntitiesInGroup(myGroup);
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@@ -19,9 +19,9 @@ void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
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continue;
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}
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auto* rebuildComponent = object->GetComponent<RebuildComponent>();
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auto* quickBuildComponent = object->GetComponent<QuickBuildComponent>();
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if (rebuildComponent->GetState() == eRebuildState::COMPLETED) {
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if (quickBuildComponent->GetState() == eQuickBuildState::COMPLETED) {
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indexCount++;
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}
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}
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@@ -51,8 +51,8 @@ void ActParadoxPipeFix::OnRebuildComplete(Entity* self, Entity* target) {
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}
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}
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void ActParadoxPipeFix::OnRebuildNotifyState(Entity* self, eRebuildState state) {
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if (state == eRebuildState::RESETTING) {
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void ActParadoxPipeFix::OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {
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if (state == eQuickBuildState::RESETTING) {
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const auto refinery = Game::entityManager->GetEntitiesInGroup("Paradox");
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if (!refinery.empty()) {
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