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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-09 08:58:04 +00:00
Rename RebuildComponent to QuickbuildComponent
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@@ -1,6 +1,6 @@
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#include "AmDropshipComputer.h"
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#include "MissionComponent.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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#include "eMissionState.h"
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@@ -10,9 +10,9 @@ void AmDropshipComputer::OnStartup(Entity* self) {
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}
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void AmDropshipComputer::OnUse(Entity* self, Entity* user) {
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
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if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eRebuildState::COMPLETED) {
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return;
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}
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@@ -70,13 +70,13 @@ void AmDropshipComputer::OnDie(Entity* self, Entity* killer) {
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}
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void AmDropshipComputer::OnTimerDone(Entity* self, std::string timerName) {
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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if (rebuildComponent == nullptr) {
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if (quickBuildComponent == nullptr) {
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return;
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}
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if (timerName == "reset" && rebuildComponent->GetState() == eRebuildState::OPEN) {
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if (timerName == "reset" && quickBuildComponent->GetState() == eRebuildState::OPEN) {
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self->Smash(self->GetObjectID(), eKillType::SILENT);
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}
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}
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@@ -6,7 +6,7 @@
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#include "BaseCombatAIComponent.h"
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#include "SkillComponent.h"
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#include "EntityInfo.h"
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#include "RebuildComponent.h"
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#include "QuickBuildComponent.h"
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#include "MissionComponent.h"
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void AmShieldGeneratorQuickbuild::OnStartup(Entity* self) {
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@@ -174,9 +174,9 @@ void AmShieldGeneratorQuickbuild::BuffPlayers(Entity* self) {
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}
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void AmShieldGeneratorQuickbuild::EnemyEnteredShield(Entity* self, Entity* intruder) {
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auto* rebuildComponent = self->GetComponent<RebuildComponent>();
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auto* quickBuildComponent = self->GetComponent<QuickBuildComponent>();
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if (rebuildComponent == nullptr || rebuildComponent->GetState() != eRebuildState::COMPLETED) {
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if (quickBuildComponent == nullptr || quickBuildComponent->GetState() != eRebuildState::COMPLETED) {
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return;
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}
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