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:
Aaron Kimbrell
2023-03-04 01:16:37 -06:00
committed by GitHub
parent 2837f68f44
commit e524b86e12
106 changed files with 598 additions and 430 deletions

View File

@@ -8,6 +8,7 @@
#include "dpWorld.h"
#include "dpEntity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
#include <vector>
#include <map>
@@ -46,7 +47,7 @@ struct AiSkillEntry
*/
class BaseCombatAIComponent : public Component {
public:
static const uint32_t ComponentType = COMPONENT_TYPE_BASE_COMBAT_AI;
static const eReplicaComponentType ComponentType = eReplicaComponentType::BASE_COMBAT_AI;
BaseCombatAIComponent(Entity* parentEntity, uint32_t id);
~BaseCombatAIComponent() override;
@@ -245,7 +246,7 @@ private:
/**
* @brief Sets the AiState and prepares the entity for serialization next frame.
*
*
*/
void SetAiState(AiState newState);
@@ -377,7 +378,7 @@ private:
/**
* Whether or not the Component has dirty information and should update next frame
*
*
*/
bool m_DirtyStateOrTarget = false;