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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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@@ -40,7 +40,7 @@ bool OfferedMission::GetAcceptMission() const {
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MissionOfferComponent::MissionOfferComponent(Entity* parent, const LOT parentLot) : Component(parent) {
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auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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auto value = compRegistryTable->GetByIDAndType(parentLot, COMPONENT_TYPE_MISSION_OFFER, -1);
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auto value = compRegistryTable->GetByIDAndType(parentLot, eReplicaComponentType::MISSION_OFFER, -1);
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if (value != -1) {
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const uint32_t componentId = value;
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@@ -77,7 +77,7 @@ void MissionOfferComponent::OnUse(Entity* originator) {
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void MissionOfferComponent::OfferMissions(Entity* entity, const uint32_t specifiedMissionId) {
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// First, get the entity's MissionComponent. If there is not one, then we cannot offer missions to this entity.
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auto* missionComponent = static_cast<MissionComponent*>(entity->GetComponent(COMPONENT_TYPE_MISSION));
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auto* missionComponent = static_cast<MissionComponent*>(entity->GetComponent(eReplicaComponentType::MISSION));
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if (!missionComponent) {
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Game::logger->Log("MissionOfferComponent", "Unable to get mission component for Entity %llu", entity->GetObjectID());
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