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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
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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@@ -3,6 +3,7 @@
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#include "GameMessages.h"
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#include "Character.h"
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#include "EntityManager.h"
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#include "eReplicaComponentType.h"
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void AgCagedBricksServer::OnUse(Entity* self, Entity* user) {
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//Tell the client to spawn the baby spiderling:
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@@ -19,7 +20,7 @@ void AgCagedBricksServer::OnUse(Entity* self, Entity* user) {
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character->SetPlayerFlag(74, true);
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//Remove the maelstrom cube:
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auto inv = static_cast<InventoryComponent*>(user->GetComponent(COMPONENT_TYPE_INVENTORY));
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auto inv = static_cast<InventoryComponent*>(user->GetComponent(eReplicaComponentType::INVENTORY));
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if (inv) {
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inv->RemoveItem(14553, 1);
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@@ -5,10 +5,11 @@
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#include "EntityManager.h"
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#include "AgMonumentLaserServer.h"
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#include "EntityManager.h"
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#include "eReplicaComponentType.h"
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void AgLaserSensorServer::OnStartup(Entity* self) {
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PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(COMPONENT_TYPE_PHANTOM_PHYSICS));
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PhantomPhysicsComponent* physComp = static_cast<PhantomPhysicsComponent*>(self->GetComponent(eReplicaComponentType::PHANTOM_PHYSICS));
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physComp->SetPhysicsEffectActive(true);
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physComp->SetEffectType(2); // repulse (prolly should make definitions of these are in Entity.cpp)
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physComp->SetDirectionalMultiplier(static_cast<float>(m_RepelForce));
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@@ -25,7 +26,7 @@ void AgLaserSensorServer::OnCollisionPhantom(Entity* self, Entity* target) {
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Entity* laser = nullptr;
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for (auto script : EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPT)) {
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for (auto script : EntityManager::Instance()->GetEntitiesByComponent(eReplicaComponentType::SCRIPT)) {
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AgMonumentLaserServer* hasLaser = (AgMonumentLaserServer*)script;
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@@ -4,6 +4,7 @@
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#include "MissionComponent.h"
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#include "Item.h"
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#include "eMissionState.h"
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#include "eReplicaComponentType.h"
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void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID != mailMission) return;
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@@ -11,7 +12,7 @@ void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int
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if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"switch", 0, 0, LWOOBJID_EMPTY, "", target->GetSystemAddress());
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auto* inv = static_cast<InventoryComponent*>(target->GetComponent(COMPONENT_TYPE_INVENTORY));
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auto* inv = static_cast<InventoryComponent*>(target->GetComponent(eReplicaComponentType::INVENTORY));
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// If we are ready to complete our missions, we take the kit from you:
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if (inv && missionState == eMissionState::READY_TO_COMPLETE) {
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@@ -22,7 +23,7 @@ void NpcNjAssistantServer::OnMissionDialogueOK(Entity* self, Entity* target, int
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}
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}
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} else if (missionState == eMissionState::AVAILABLE) {
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auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));
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auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
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missionComponent->CompleteMission(mailAchievement, true);
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}
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}
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@@ -3,6 +3,7 @@
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#include "Item.h"
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#include "eMissionState.h"
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#include "Character.h"
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#include "eReplicaComponentType.h"
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/*
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--------------------------------------------------------------
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@@ -21,7 +22,7 @@ void RemoveRentalGear::OnMissionDialogueOK(Entity* self, Entity* target, int mis
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if (missionID != defaultMission && missionID != 313) return;
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if (missionState == eMissionState::COMPLETE || missionState == eMissionState::READY_TO_COMPLETE) {
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auto inv = static_cast<InventoryComponent*>(target->GetComponent(COMPONENT_TYPE_INVENTORY));
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auto inv = static_cast<InventoryComponent*>(target->GetComponent(eReplicaComponentType::INVENTORY));
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if (!inv) return;
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//remove the inventory items
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