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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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@@ -76,9 +76,9 @@ DestroyableComponent::~DestroyableComponent() {
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void DestroyableComponent::Reinitialize(LOT templateID) {
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CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_BUFF);
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int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_COLLECTIBLE);
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int32_t rebuildComponentID = compRegistryTable->GetByIDAndType(templateID, COMPONENT_TYPE_REBUILD);
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int32_t buffComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::BUFF);
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int32_t collectibleComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::COLLECTIBLE);
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int32_t rebuildComponentID = compRegistryTable->GetByIDAndType(templateID, eReplicaComponentType::QUICK_BUILD);
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int32_t componentID = 0;
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if (collectibleComponentID > 0) componentID = collectibleComponentID;
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@@ -810,7 +810,7 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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script->OnPlayerDied(zoneControl, m_Parent);
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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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