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https://github.com/DarkflameUniverse/DarkflameServer.git
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cleanup enums to make them more consistent
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@@ -32,6 +32,7 @@
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#include "InventoryComponent.h"
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#include "dZoneManager.h"
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#include "WorldConfig.h"
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#include "eMissionTaskType.h"
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DestroyableComponent::DestroyableComponent(Entity* parent) : Component(parent) {
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m_iArmor = 0;
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@@ -467,9 +468,9 @@ bool DestroyableComponent::IsKnockbackImmune() const {
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if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivities::ACTIVITY_QUICKBUILDING) {
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const auto hasPassive = inventoryComponent->HasAnyPassive({
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ItemSetPassiveAbilityID::EngineerRank2, ItemSetPassiveAbilityID::EngineerRank3,
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ItemSetPassiveAbilityID::SummonerRank2, ItemSetPassiveAbilityID::SummonerRank3,
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ItemSetPassiveAbilityID::InventorRank2, ItemSetPassiveAbilityID::InventorRank3,
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eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
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eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
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eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
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}, 5);
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if (hasPassive) {
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@@ -736,12 +737,12 @@ void DestroyableComponent::Smash(const LWOOBJID source, const eKillType killType
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if (memberMissions == nullptr) continue;
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memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT());
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memberMissions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID);
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memberMissions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
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memberMissions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
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}
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} else {
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missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, m_Parent->GetLOT());
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missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, m_Parent->GetLOT(), skillID);
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missions->Progress(eMissionTaskType::SMASH, m_Parent->GetLOT());
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missions->Progress(eMissionTaskType::USE_SKILL, m_Parent->GetLOT(), skillID);
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}
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}
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}
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