Rename RebuildComponent to QuickbuildComponent

This commit is contained in:
Aaron Kimbre
2023-06-09 17:12:57 -05:00
parent ddc5f0e117
commit a68fa69e7a
31 changed files with 155 additions and 155 deletions

View File

@@ -7,7 +7,7 @@
#include "dLogger.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include "Game.h"
#include "dLogger.h"

View File

@@ -13,7 +13,7 @@
#include "DestroyableComponent.h"
#include "EchoSyncSkill.h"
#include "PhantomPhysicsComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "eReplicaComponentType.h"
#include "eConnectionType.h"

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@@ -6,7 +6,7 @@
#include "Game.h"
#include "dLogger.h"
#include "DestroyableComponent.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "Entity.h"
#include "EntityInfo.h"
#include "eReplicaComponentType.h"
@@ -53,10 +53,10 @@ void SpawnBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStrea
entity->SetOwnerOverride(context->originator);
// Unset the flag to reposition the player, this makes it harder to glitch out of the map
auto* rebuildComponent = entity->GetComponent<RebuildComponent>();
auto* quickBuildComponent = entity->GetComponent<QuickBuildComponent>();
if (rebuildComponent != nullptr) {
rebuildComponent->SetRepositionPlayer(false);
if (quickBuildComponent != nullptr) {
quickBuildComponent->SetRepositionPlayer(false);
}
EntityManager::Instance()->ConstructEntity(entity);

View File

@@ -6,7 +6,7 @@
#include "BehaviorContext.h"
#include "BaseCombatAIComponent.h"
#include "EntityManager.h"
#include "RebuildComponent.h"
#include "QuickBuildComponent.h"
#include "DestroyableComponent.h"
#include <vector>