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