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
This commit is contained in:
Aaron Kimbrell
2023-05-02 17:39:21 -05:00
committed by GitHub
parent e8590a5853
commit 6aa90ad5b2
161 changed files with 960 additions and 776 deletions

View File

@@ -15,6 +15,7 @@
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
#include "eGameActivity.h"
void SGCannon::OnStartup(Entity* self) {
Game::logger->Log("SGCannon", "OnStartup");
@@ -102,7 +103,7 @@ void SGCannon::OnActivityStateChangeRequest(Entity* self, LWOOBJID senderID, int
if (characterComponent != nullptr) {
characterComponent->SetIsRacing(true);
characterComponent->SetCurrentActivity(2);
characterComponent->SetCurrentActivity(eGameActivity::SHOOTING_GALLERY);
auto possessor = player->GetComponent<PossessorComponent>();
if (possessor) {
possessor->SetPossessable(self->GetObjectID());
@@ -570,7 +571,7 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
inventory->AddItem(rewardLot, 1, eLootSourceType::LOOT_SOURCE_ACTIVITY, eInventoryType::MODELS);
inventory->AddItem(rewardLot, 1, eLootSourceType::ACTIVITY, eInventoryType::MODELS);
}
}