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Breakout rest of the enums from dCommonVars and clean it up (#1061)
* Breakout rest of the enums from dcommonvars so we don't have to deal with merge conflicts ePlayerFlags is not a scoped enum, yet, due to it's complexity * address feedback * make player flag types consistent * fix typo
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@@ -18,6 +18,7 @@
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#include "Loot.h"
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#include "eObjectBits.h"
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#include "eReplicaComponentType.h"
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#include "eUseItemResponse.h"
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#include "CDBrickIDTableTable.h"
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#include "CDObjectSkillsTable.h"
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@@ -330,7 +331,7 @@ void Item::UseNonEquip(Item* item) {
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}
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}
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if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
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LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::LOOT_SOURCE_CONSUMPTION);
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LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
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item->SetCount(item->GetCount() - 1);
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} else {
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success = false;
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@@ -339,7 +340,7 @@ void Item::UseNonEquip(Item* item) {
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GameMessages::SendUseItemRequirementsResponse(
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playerInventoryComponent->GetParent()->GetObjectID(),
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playerInventoryComponent->GetParent()->GetSystemAddress(),
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UseItemResponse::FailedPrecondition
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eUseItemResponse::FailedPrecondition
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);
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success = false;
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}
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@@ -379,7 +380,7 @@ void Item::Disassemble(const eInventoryType inventoryType) {
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}
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for (const auto mod : modArray) {
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inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::LOOT_SOURCE_DELETION, inventoryType);
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inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::DELETION, inventoryType);
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}
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}
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}
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@@ -477,7 +478,7 @@ void Item::DisassembleModel() {
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continue;
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}
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GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eLootSourceType::LOOT_SOURCE_DELETION);
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GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eLootSourceType::DELETION);
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}
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}
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