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https://github.com/DarkflameUniverse/DarkflameServer.git
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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 "MissionComponent.h"
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#include "Character.h"
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#include "eReplicaComponentType.h"
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void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) {
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if (missionID != 474) return;
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@@ -44,7 +45,7 @@ void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID,
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player->GetCharacter()->SetPlayerFlag(flagID, true);
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}
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MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
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MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
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for (int mission : factionMissions) {
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mis->AcceptMission(mission);
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@@ -1,10 +1,11 @@
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#include "NsModularBuild.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "eReplicaComponentType.h"
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void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
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if (bCompleted) {
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MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
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MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
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if (mission->GetMissionState(m_MissionNum) == eMissionState::ACTIVE) {
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for (LOT mod : modules) {
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