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