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