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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
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@@ -16,6 +16,7 @@
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#include "User.h"
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#include "CppScripts.h"
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#include "Loot.h"
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#include "eReplicaComponentType.h"
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std::vector<Player*> Player::m_Players = {};
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@@ -223,7 +224,7 @@ Player* Player::GetPlayer(const SystemAddress& sysAddr) {
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}
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Player* Player::GetPlayer(const std::string& name) {
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const auto characters = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CHARACTER);
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const auto characters = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
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for (auto* character : characters) {
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if (!character->IsPlayer()) continue;
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@@ -289,7 +290,7 @@ Player::~Player() {
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script->OnPlayerExit(zoneControl, this);
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}
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std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPTED_ACTIVITY);
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std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPTED_ACTIVITY);
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for (Entity* scriptEntity : scriptedActs) {
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if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
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