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

@@ -4,6 +4,7 @@
#include "SkillComponent.h"
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "eReplicaComponentType.h"
void SpecialImaginePowerupSpawner::OnStartup(Entity* self) {
self->SetProximityRadius(1.5f, "powerupEnter");
@@ -26,7 +27,7 @@ void SpecialImaginePowerupSpawner::OnProximityUpdate(Entity* self, Entity* enter
GameMessages::SendPlayFXEffect(self, -1, u"pickup", "", LWOOBJID_EMPTY, 1, 1, true);
SkillComponent* skillComponent;
if (!self->TryGetComponent(COMPONENT_TYPE_SKILL, skillComponent)) {
if (!self->TryGetComponent(eReplicaComponentType::SKILL, skillComponent)) {
return;
}
@@ -35,7 +36,7 @@ void SpecialImaginePowerupSpawner::OnProximityUpdate(Entity* self, Entity* enter
skillComponent->CalculateBehavior(13, 20, source);
DestroyableComponent* destroyableComponent;
if (!self->TryGetComponent(COMPONENT_TYPE_DESTROYABLE, destroyableComponent)) {
if (!self->TryGetComponent(eReplicaComponentType::DESTROYABLE, destroyableComponent)) {
return;
}