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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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@@ -13,6 +13,7 @@
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#include "GameMessages.h"
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#include "SkillComponent.h"
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#include "eReplicaComponentType.h"
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#include <vector>
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@@ -27,9 +28,9 @@ void BossSpiderQueenEnemyServer::OnStartup(Entity* self) {
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//self:SetStatusImmunity{ StateChangeType = "PUSH", bImmuneToPullToPoint = true, bImmuneToKnockback = true, bImmuneToInterrupt = true }
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//Get our components:
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destroyable = static_cast<DestroyableComponent*>(self->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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controllable = static_cast<ControllablePhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_CONTROLLABLE_PHYSICS));
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combat = static_cast<BaseCombatAIComponent*>(self->GetComponent(COMPONENT_TYPE_BASE_COMBAT_AI));
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destroyable = static_cast<DestroyableComponent*>(self->GetComponent(eReplicaComponentType::DESTROYABLE));
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controllable = static_cast<ControllablePhysicsComponent*>(self->GetComponent(eReplicaComponentType::CONTROLLABLE_PHYSICS));
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combat = static_cast<BaseCombatAIComponent*>(self->GetComponent(eReplicaComponentType::BASE_COMBAT_AI));
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if (!destroyable || !controllable) return;
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@@ -397,7 +398,7 @@ void BossSpiderQueenEnemyServer::RapidFireShooterManager(Entity* self) {
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void BossSpiderQueenEnemyServer::RunRapidFireShooter(Entity* self) {
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/*
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const auto targets = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_CHARACTER);
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const auto targets = EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::CHARACTER);
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*/
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const auto targets = self->GetTargetsInPhantom();
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