chore: remove non cstdint integer types in client ORM (#1405)

This commit is contained in:
David Markowitz
2024-01-08 23:54:14 -08:00
committed by GitHub
parent 4a50c60559
commit e0ddbce8e7
64 changed files with 252 additions and 252 deletions

View File

@@ -6,58 +6,58 @@
#include <cstdint>
struct CDMissions {
int id; //!< The Mission ID
int32_t id; //!< The Mission ID
std::string defined_type; //!< The type of mission
std::string defined_subtype; //!< The subtype of the mission
int UISortOrder; //!< The UI Sort Order for the mission
int offer_objectID; //!< The LOT of the mission giver
int target_objectID; //!< The LOT of the mission's target
int32_t UISortOrder; //!< The UI Sort Order for the mission
int32_t offer_objectID; //!< The LOT of the mission giver
int32_t target_objectID; //!< The LOT of the mission's target
int64_t reward_currency; //!< The amount of currency to reward the player
int LegoScore; //!< The amount of LEGO Score to reward the player
int32_t LegoScore; //!< The amount of LEGO Score to reward the player
int64_t reward_reputation; //!< The reputation to award the player
bool isChoiceReward; //!< Whether or not the user has the option to choose their loot
int reward_item1; //!< The first rewarded item
int reward_item1_count; //!< The count of the first item to be rewarded
int reward_item2; //!< The second rewarded item
int reward_item2_count; //!< The count of the second item to be rewarded
int reward_item3; //!< The third rewarded item
int reward_item3_count; //!< The count of the third item to be rewarded
int reward_item4; //!< The fourth rewarded item
int reward_item4_count; //!< The count of the fourth item to be rewarded
int reward_emote; //!< The first emote to be rewarded
int reward_emote2; //!< The second emote to be rewarded
int reward_emote3; //!< The third emote to be rewarded
int reward_emote4; //!< The fourth emote to be rewarded
int reward_maximagination; //!< The amount of max imagination to reward
int reward_maxhealth; //!< The amount of max health to reward
int reward_maxinventory; //!< The amount of max inventory to reward
int reward_maxmodel; //!< ???
int reward_maxwidget; //!< ???
int reward_maxwallet; //!< ???
int32_t reward_item1; //!< The first rewarded item
int32_t reward_item1_count; //!< The count of the first item to be rewarded
int32_t reward_item2; //!< The second rewarded item
int32_t reward_item2_count; //!< The count of the second item to be rewarded
int32_t reward_item3; //!< The third rewarded item
int32_t reward_item3_count; //!< The count of the third item to be rewarded
int32_t reward_item4; //!< The fourth rewarded item
int32_t reward_item4_count; //!< The count of the fourth item to be rewarded
int32_t reward_emote; //!< The first emote to be rewarded
int32_t reward_emote2; //!< The second emote to be rewarded
int32_t reward_emote3; //!< The third emote to be rewarded
int32_t reward_emote4; //!< The fourth emote to be rewarded
int32_t reward_maximagination; //!< The amount of max imagination to reward
int32_t reward_maxhealth; //!< The amount of max health to reward
int32_t reward_maxinventory; //!< The amount of max inventory to reward
int32_t reward_maxmodel; //!< ???
int32_t reward_maxwidget; //!< ???
int32_t reward_maxwallet; //!< ???
bool repeatable; //!< Whether or not this mission can be repeated (for instance, is it a daily mission)
int64_t reward_currency_repeatable; //!< The repeatable reward
int reward_item1_repeatable; //!< The first rewarded item
int reward_item1_repeat_count; //!< The count of the first item to be rewarded
int reward_item2_repeatable; //!< The second rewarded item
int reward_item2_repeat_count; //!< The count of the second item to be rewarded
int reward_item3_repeatable; //!< The third rewarded item
int reward_item3_repeat_count; //!< The count of the third item to be rewarded
int reward_item4_repeatable; //!< The fourth rewarded item
int reward_item4_repeat_count; //!< The count of the fourth item to be rewarded
int time_limit; //!< The time limit of the mission
int32_t reward_item1_repeatable; //!< The first rewarded item
int32_t reward_item1_repeat_count; //!< The count of the first item to be rewarded
int32_t reward_item2_repeatable; //!< The second rewarded item
int32_t reward_item2_repeat_count; //!< The count of the second item to be rewarded
int32_t reward_item3_repeatable; //!< The third rewarded item
int32_t reward_item3_repeat_count; //!< The count of the third item to be rewarded
int32_t reward_item4_repeatable; //!< The fourth rewarded item
int32_t reward_item4_repeat_count; //!< The count of the fourth item to be rewarded
int32_t time_limit; //!< The time limit of the mission
bool isMission; //!< Maybe to differentiate between missions and achievements?
int missionIconID; //!< The mission icon ID
int32_t missionIconID; //!< The mission icon ID
std::string prereqMissionID; //!< A '|' seperated list of prerequisite missions
bool localize; //!< Whether or not to localize the mission
bool inMOTD; //!< In Match of the Day(?)
int64_t cooldownTime; //!< The mission cooldown time
bool isRandom; //!< ???
std::string randomPool; //!< ???
int UIPrereqID; //!< ???
int32_t UIPrereqID; //!< ???
UNUSED(std::string gate_version); //!< The gate version
UNUSED(std::string HUDStates); //!< ???
UNUSED(int locStatus); //!< ???
int reward_bankinventory; //!< The amount of bank space this mission rewards
UNUSED(int32_t locStatus); //!< ???
int32_t reward_bankinventory; //!< The amount of bank space this mission rewards
};
class CDMissionsTable : public CDTable<CDMissionsTable> {