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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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@@ -4,6 +4,7 @@
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#include "Item.h"
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#include "InventoryComponent.h"
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#include "eItemType.h"
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#include "eReplicaComponentType.h"
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std::vector<LOT> Inventory::m_GameMasterRestrictedItems = {
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1727, // GM Only - JetPack
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@@ -277,7 +278,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
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auto* itemComponents = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
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const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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if (componentId == 0) {
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Game::logger->Log("Inventory", "Failed to find item component for (%i)!", lot);
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@@ -293,7 +294,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
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bool Inventory::IsValidItem(const LOT lot) {
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auto* registry = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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return componentId != 0;
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}
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@@ -16,6 +16,7 @@
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#include "AssetManager.h"
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#include "InventoryComponent.h"
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#include "Loot.h"
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#include "eReplicaComponentType.h"
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Item::Item(const LWOOBJID id, const LOT lot, Inventory* inventory, const uint32_t slot, const uint32_t count, const bool bound, const std::vector<LDFBaseData*>& config, const LWOOBJID parent, LWOOBJID subKey, eLootSourceType lootSourceType) {
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if (!Inventory::IsValidItem(lot)) {
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@@ -297,7 +298,7 @@ void Item::UseNonEquip(Item* item) {
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auto inventory = item->GetInventory();
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if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
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auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_PACKAGE);
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const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::PACKAGE);
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if (packageComponentId == 0) return;
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@@ -381,7 +382,7 @@ void Item::Disassemble(const eInventoryType inventoryType) {
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void Item::DisassembleModel() {
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auto* table = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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const auto componentId = table->GetByIDAndType(GetLot(), COMPONENT_TYPE_RENDER);
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const auto componentId = table->GetByIDAndType(GetLot(), eReplicaComponentType::RENDER);
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT render_asset FROM RenderComponent WHERE id = ?;");
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