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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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@@ -4,6 +4,7 @@
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_stream, const BehaviorBranchContext branch) {
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@@ -15,7 +16,7 @@ void HealBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bit_strea
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return;
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}
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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auto* destroyable = static_cast<DestroyableComponent*>(entity->GetComponent(eReplicaComponentType::DESTROYABLE));
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if (destroyable == nullptr) {
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Game::logger->Log("HealBehavior", "Failed to find destroyable component for %(llu)!", branch.target);
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