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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 "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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