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 "MissionComponent.h"
#include "Character.h"
#include "eReplicaComponentType.h"
void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) {
if (missionID != 474) return;
@@ -44,7 +45,7 @@ void NsGetFactionMissionServer::OnRespondToMission(Entity* self, int missionID,
player->GetCharacter()->SetPlayerFlag(flagID, true);
}
MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
MissionComponent* mis = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
for (int mission : factionMissions) {
mis->AcceptMission(mission);

View File

@@ -1,10 +1,11 @@
#include "NsModularBuild.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eReplicaComponentType.h"
void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
if (bCompleted) {
MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(eReplicaComponentType::MISSION));
if (mission->GetMissionState(m_MissionNum) == eMissionState::ACTIVE) {
for (LOT mod : modules) {