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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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@@ -23,7 +23,7 @@
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#include "eMissionState.h"
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#include "eMissionTaskType.h"
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#include "eMissionLockState.h"
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#include "eReplicaComponentType.h"
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Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
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m_MissionComponent = missionComponent;
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@@ -370,7 +370,7 @@ void Mission::CheckCompletion() {
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void Mission::Catchup() {
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auto* entity = GetAssociate();
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auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
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auto* inventory = static_cast<InventoryComponent*>(entity->GetComponent(eReplicaComponentType::INVENTORY));
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for (auto* task : m_Tasks) {
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const auto type = task->GetType();
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@@ -14,6 +14,7 @@
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eReplicaComponentType.h"
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MissionTask::MissionTask(Mission* mission, CDMissionTasks* info, uint32_t mask) {
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this->info = info;
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@@ -237,7 +238,7 @@ void MissionTask::Progress(int32_t value, LWOOBJID associate, const std::string&
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break;
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}
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activity = static_cast<ScriptedActivityComponent*>(entity->GetComponent(COMPONENT_TYPE_REBUILD));
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activity = static_cast<ScriptedActivityComponent*>(entity->GetComponent(eReplicaComponentType::QUICK_BUILD));
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if (activity == nullptr) {
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break;
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}
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