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:
Aaron Kimbrell
2023-03-04 01:16:37 -06:00
committed by GitHub
parent 2837f68f44
commit e524b86e12
106 changed files with 598 additions and 430 deletions

View File

@@ -4,6 +4,7 @@
#include "Item.h"
#include "InventoryComponent.h"
#include "eItemType.h"
#include "eReplicaComponentType.h"
std::vector<LOT> Inventory::m_GameMasterRestrictedItems = {
1727, // GM Only - JetPack
@@ -277,7 +278,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
auto* itemComponents = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
if (componentId == 0) {
Game::logger->Log("Inventory", "Failed to find item component for (%i)!", lot);
@@ -293,7 +294,7 @@ const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
bool Inventory::IsValidItem(const LOT lot) {
auto* registry = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
return componentId != 0;
}