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feat: Mission Component debug (#1901)
* feat: Mission Component debug * Add player argument to inspect command * Add completion details * Remove unlocalized server string done on client instead
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@@ -270,6 +270,12 @@ bool Mission::IsReadyToComplete() const {
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return m_State == eMissionState::READY_TO_COMPLETE || m_State == eMissionState::COMPLETE_READY_TO_COMPLETE;
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}
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bool Mission::IsFailed() const {
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const auto underlying = GeneralUtils::ToUnderlying(m_State);
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const auto target = GeneralUtils::ToUnderlying(eMissionState::FAILED);
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return (underlying & target) != 0;
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}
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void Mission::MakeReadyToComplete() {
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SetMissionState(m_Completions == 0 ? eMissionState::READY_TO_COMPLETE : eMissionState::COMPLETE_READY_TO_COMPLETE);
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}
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@@ -244,6 +244,8 @@ public:
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const std::set<uint32_t>& GetTestedMissions() const;
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bool IsFailed() const;
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private:
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/**
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* Progresses all the newly accepted tasks for this mission after it has been accepted to reflect the state of the
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