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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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@@ -7,6 +7,7 @@
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#include "Game.h"
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#include "dLogger.h"
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#include "DestroyableComponent.h"
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#include "eReplicaComponentType.h"
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void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, const BehaviorBranchContext branch) {
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@@ -32,7 +33,7 @@ void StunBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream
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* If our target is an enemy we can go ahead and stun it.
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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@@ -55,7 +56,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
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* See if we can stun ourselves
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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@@ -90,7 +91,7 @@ void StunBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStr
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* If our target is an enemy we can go ahead and stun it.
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*/
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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auto* combatAiComponent = static_cast<BaseCombatAIComponent*>(target->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (combatAiComponent == nullptr) {
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return;
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