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
This commit is contained in:
Aaron Kimbrell
2023-03-04 01:16:37 -06:00
committed by GitHub
parent 2837f68f44
commit e524b86e12
106 changed files with 598 additions and 430 deletions

View File

@@ -2,11 +2,12 @@
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "Character.h"
#include "eReplicaComponentType.h"
//2021-05-03 - max - added script, omitted some parts related to inheritance in lua which we don't need
void TokenConsoleServer::OnUse(Entity* self, Entity* user) {
auto* inv = static_cast<InventoryComponent*>(user->GetComponent(COMPONENT_TYPE_INVENTORY));
auto* inv = static_cast<InventoryComponent*>(user->GetComponent(eReplicaComponentType::INVENTORY));
//make sure the user has the required amount of infected bricks
if (inv && inv->GetLotCount(6194) >= bricksToTake) {

View File

@@ -4,6 +4,7 @@
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
void TouchMissionUpdateServer::OnStartup(Entity* self) {
self->SetProximityRadius(20, "touchCheck"); // Those does not have a collider for some reason?
@@ -16,7 +17,7 @@ void TouchMissionUpdateServer::OnCollisionPhantom(Entity* self, Entity* target)
return;
}
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));
auto* missionComponent = static_cast<MissionComponent*>(target->GetComponent(eReplicaComponentType::MISSION));
if (missionComponent == nullptr) {
return;