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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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@@ -19,7 +19,7 @@ MovementAIComponent::MovementAIComponent(Entity* parent, MovementAIInfo info) :
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m_BaseCombatAI = nullptr;
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m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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m_BaseCombatAI = reinterpret_cast<BaseCombatAIComponent*>(m_Parent->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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//Try and fix the insane values:
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if (m_Info.wanderRadius > 5.0f) m_Info.wanderRadius = m_Info.wanderRadius * 0.5f;
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@@ -286,7 +286,7 @@ float MovementAIComponent::GetBaseSpeed(LOT lot) {
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int32_t componentID;
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CDPhysicsComponent* physicsComponent = nullptr;
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componentID = componentRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_CONTROLLABLE_PHYSICS, -1);
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componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::CONTROLLABLE_PHYSICS, -1);
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if (componentID != -1) {
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physicsComponent = physicsComponentTable->GetByID(componentID);
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@@ -294,7 +294,7 @@ float MovementAIComponent::GetBaseSpeed(LOT lot) {
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goto foundComponent;
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}
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componentID = componentRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_SIMPLE_PHYSICS, -1);
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componentID = componentRegistryTable->GetByIDAndType(lot, eReplicaComponentType::SIMPLE_PHYSICS, -1);
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if (componentID != -1) {
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physicsComponent = physicsComponentTable->GetByID(componentID);
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