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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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@@ -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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