mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
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:
@@ -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;
|
||||
|
||||
|
Reference in New Issue
Block a user