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https://github.com/DarkflameUniverse/DarkflameServer.git
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breakout the component types into a scoped enum (#1002)
* breakout the component types into a scoped enum tested that things are the same as they were before * fix missed rename * fix brick-by-brick name to be crafting because that's what it is
This commit is contained in:
@@ -365,57 +365,6 @@ enum eNotifyType {
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NOTIFY_TYPE_NAMINGPET
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};
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enum eReplicaComponentType : int32_t {
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COMPONENT_TYPE_CONTROLLABLE_PHYSICS = 1, //!< The ControllablePhysics Component
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COMPONENT_TYPE_RENDER = 2, //!< The Render Component
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COMPONENT_TYPE_SIMPLE_PHYSICS = 3, //!< The SimplePhysics Component
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COMPONENT_TYPE_CHARACTER = 4, //!< The Character Component
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COMPONENT_TYPE_SCRIPT = 5, //!< The Script Component
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COMPONENT_TYPE_BOUNCER = 6, //!< The Bouncer Component
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COMPONENT_TYPE_BUFF = 7, //!< The Buff Component
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COMPONENT_TYPE_SKILL = 9, //!< The Skill Component
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COMPONENT_TYPE_ITEM = 11, //!< The Item Component
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COMPONENT_TYPE_VENDOR = 16, //!< The Vendor Component
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COMPONENT_TYPE_INVENTORY = 17, //!< The Inventory Component
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COMPONENT_TYPE_SHOOTING_GALLERY = 19, //!< The Shooting Gallery Component
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COMPONENT_TYPE_RIGID_BODY_PHANTOM_PHYSICS = 20, //!< The RigidBodyPhantomPhysics Component
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COMPONENT_TYPE_COLLECTIBLE = 23, //!< The Collectible Component
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COMPONENT_TYPE_MOVING_PLATFORM = 25, //!< The MovingPlatform Component
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COMPONENT_TYPE_PET = 26, //!< The Pet Component
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COMPONENT_TYPE_VEHICLE_PHYSICS = 30, //!< The VehiclePhysics Component
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COMPONENT_TYPE_MOVEMENT_AI = 31, //!< The MovementAI Component
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COMPONENT_TYPE_PROPERTY = 36, //!< The Property Component
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COMPONENT_TYPE_SCRIPTED_ACTIVITY = 39, //!< The ScriptedActivity Component
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COMPONENT_TYPE_PHANTOM_PHYSICS = 40, //!< The PhantomPhysics Component
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COMPONENT_TYPE_MODEL = 42, //!< The Model Component
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COMPONENT_TYPE_PROPERTY_ENTRANCE = 43, //!< The PhantomPhysics Component
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COMPONENT_TYPE_PROPERTY_MANAGEMENT = 45, //!< The PropertyManagement Component
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COMPONENT_TYPE_REBUILD = 48, //!< The Rebuild Component
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COMPONENT_TYPE_SWITCH = 49, //!< The Switch Component
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COMPONENT_TYPE_ZONE_CONTROL = 50, //!< The ZoneControl Component
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COMPONENT_TYPE_PACKAGE = 53, //!< The Package Component
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COMPONENT_TYPE_PLAYER_FLAG = 58, //!< The PlayerFlag Component
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COMPONENT_TYPE_BASE_COMBAT_AI = 60, //!< The BaseCombatAI Component
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COMPONENT_TYPE_MODULE_ASSEMBLY = 61, //!< The ModuleAssembly Component
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COMPONENT_TYPE_PROPERTY_VENDOR = 65, //!< The PropertyVendor Component
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COMPONENT_TYPE_ROCKET_LAUNCH = 67, //!< The RocketLaunch Component
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COMPONENT_TYPE_TRIGGER = 69,
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COMPONENT_TYPE_RACING_CONTROL = 71, //!< The RacingControl Component
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COMPONENT_TYPE_MISSION_OFFER = 73, //!< The MissionOffer Component
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COMPONENT_TYPE_EXHIBIT = 75, //!< The Exhibit Component
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COMPONENT_TYPE_RACING_STATS = 74, //!< The Racing Stats Component
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COMPONENT_TYPE_SOUND_TRIGGER = 77, //!< The Sound Trigger Component
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COMPONENT_TYPE_PROXIMITY_MONITOR = 78, //!< The Proximity Monitor Component
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COMPONENT_TYPE_MISSION = 84, //!< The Mission Component
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COMPONENT_TYPE_ROCKET_LAUNCH_LUP = 97, //!< The LUP Launchpad Componen
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COMPONENT_TYPE_RAIL_ACTIVATOR = 104, //!< The Rail Activator Component
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COMPONENT_TYPE_PLAYER_FORCED_MOVEMENT = 106, //!< The Player Forced Movement Component
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COMPONENT_TYPE_POSSESSABLE = 108, //!< The Possessable Component
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COMPONENT_TYPE_LEVEL_PROGRESSION = 109, //!< The Level Progression Component
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COMPONENT_TYPE_POSSESSOR = 110, //!< The Possessor Component
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COMPONENT_TYPE_BUILD_BORDER = 114, //!< The Build Border Component
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COMPONENT_TYPE_DESTROYABLE = 1000, //!< The Destroyable Component
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};
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enum class UseItemResponse : uint32_t {
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NoImaginationForPet = 1,
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127
dCommon/dEnums/eReplicaComponentType.h
Normal file
127
dCommon/dEnums/eReplicaComponentType.h
Normal file
@@ -0,0 +1,127 @@
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#ifndef __EREPLICACOMPONENTTYPE__H__
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#define __EREPLICACOMPONENTTYPE__H__
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#include <cstdint>
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enum class eReplicaComponentType : uint32_t {
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INVALID = 0,
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CONTROLLABLE_PHYSICS,
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RENDER,
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SIMPLE_PHYSICS,
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CHARACTER,
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SCRIPT,
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BOUNCER,
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BUFF, // buff is really 98, this is DESTROYABLE
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GHOST,
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SKILL,
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SPAWNER,
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ITEM,
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REBUILD,
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REBUILD_START,
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REBUILD_ACTIVATOR,
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ICON_ONLY,
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VENDOR,
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INVENTORY,
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PROJECTILE_PHYSICS,
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SHOOTING_GALLERY,
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RIGID_BODY_PHANTOM_PHYSICS,
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DROP_EFFECT,
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CHEST,
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COLLECTIBLE,
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BLUEPRINT,
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MOVING_PLATFORM,
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PET,
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PLATFORM_BOUNDARY,
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MODULE,
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ARCADE,
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VEHICLE_PHYSICS, // Havok demo based
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MOVEMENT_AI,
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EXHIBIT,
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OVERHEAD_ICON,
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PET_CONTROL,
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MINIFIG,
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PROPERTY,
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PET_CREATOR,
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MODEL_BUILDER,
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SCRIPTED_ACTIVITY,
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PHANTOM_PHYSICS,
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SPRINGPAD,
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MODEL,
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PROPERTY_ENTRANCE,
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FX,
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PROPERTY_MANAGEMENT,
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VEHICLE_PHYSICS_NEW, // internal physics based on havok
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PHYSICS_SYSTEM,
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QUICK_BUILD,
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SWITCH,
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ZONE_CONTROL, // Minigame
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CHANGLING,
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CHOICE_BUILD,
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PACKAGE,
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SOUND_REPEATER,
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SOUND_AMBIENT_2D,
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SOUND_AMBIENT_3D,
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PRECONDITION,
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PLAYER_FLAG,
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CUSTOM_BUILD_ASSEMBLY,
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BASE_COMBAT_AI,
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MODULE_ASSEMBLY,
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SHOWCASE_MODEL_HANDLER,
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RACING_MODULE,
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GENERIC_ACTIVATOR,
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PROPERTY_VENDOR,
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HF_LIGHT_DIRECTION_GADGET,
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ROCKET_LAUNCH,
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ROCKET_LANDING,
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TRIGGER,
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DROPPED_LOOT,
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RACING_CONTROL,
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FACTION_TRIGGER,
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MISSION_OFFER,
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RACING_STATS,
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LUP_EXHIBIT,
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BBB,
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SOUND_TRIGGER,
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PROXIMITY_MONITOR,
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RACING_SOUND_TRIGGER,
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CHAT,
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FRIENDS_LIST,
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GUILD,
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LOCAL_SYSTEM,
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MISSION,
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MUTABLE_MODEL_BEHAVIORS,
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PATHFINDING,
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PET_TAMING_CONTROL,
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PROPERTY_EDITOR,
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SKINNED_RENDER,
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SLASH_COMMAND,
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STATUS_EFFECT,
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TEAMS,
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TEXT_EFFECT,
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TRADE,
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USER_CONTROL,
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IGNORE_LIST,
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ROCKET_LAUNCH_LUP,
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BUFF_REAL, // the real buff component, should just be name BUFF
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INTERACTION_MANAGER,
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DONATION_VENDOR,
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COMBAT_MEDIATOR,
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COMMENDATION_VENDOR,
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UNKNOWN_103,
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RAIL_ACTIVATOR,
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ROLLER,
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PLAYER_FORCED_MOVEMENT,
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CRAFTING,
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POSSESSABLE,
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LEVEL_PROGRESSION,
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POSSESSOR,
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MOUNT_CONTROL,
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UNKNOWN_112,
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PROPERTY_PLAQUE,
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BUILD_BORDER,
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UNKOWN_115,
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CULLING_PLANE,
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DESTROYABLE = 1000 // Actually 7
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};
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#endif //!__EREPLICACOMPONENTTYPE__H__
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