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

@@ -2,6 +2,7 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "SkillComponent.h"
#include "eReplicaComponentType.h"
void AgJetEffectServer::OnUse(Entity* self, Entity* user) {
if (inUse) {
@@ -86,12 +87,12 @@ void AgJetEffectServer::OnTimerDone(Entity* self, std::string timerName) {
auto* mortar = entities[selected];
Game::logger->Log("AgJetEffectServer", "Mortar (%i) (&d)", mortar->GetLOT(), mortar->HasComponent(COMPONENT_TYPE_SKILL));
Game::logger->Log("AgJetEffectServer", "Mortar (%i) (&d)", mortar->GetLOT(), mortar->HasComponent(eReplicaComponentType::SKILL));
mortar->SetOwnerOverride(builder);
SkillComponent* skillComponent;
if (!mortar->TryGetComponent(COMPONENT_TYPE_SKILL, skillComponent)) {
if (!mortar->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
return;
}