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

@@ -14,6 +14,7 @@
#include "Loot.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
#include "eReplicaComponentType.h"
void SGCannon::OnStartup(Entity* self) {
Game::logger->Log("SGCannon", "OnStartup");
@@ -295,7 +296,7 @@ void SGCannon::OnActivityTimerDone(Entity* self, const std::string& name) {
if (true) {
auto* movementAI = new MovementAIComponent(enemy, {});
enemy->AddComponent(COMPONENT_TYPE_MOVEMENT_AI, movementAI);
enemy->AddComponent(eReplicaComponentType::MOVEMENT_AI, movementAI);
movementAI->SetSpeed(toSpawn.initialSpeed);
movementAI->SetCurrentSpeed(toSpawn.initialSpeed);