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