cleanup enums to make them more consistent

This commit is contained in:
Aaron Kimbre
2023-01-22 17:38:47 -06:00
parent cff94b6c22
commit faf42d2f8c
133 changed files with 898 additions and 808 deletions

View File

@@ -17,7 +17,7 @@
#include "DatabasePet.h"
#include "Component.h"
#include "ItemSetPassiveAbility.h"
#include "ItemSetPassiveAbilityID.h"
#include "eItemSetPassiveAbilityID.h"
#include "PossessorComponent.h"
#include "eInventoryType.h"
@@ -291,7 +291,7 @@ public:
* @param equipmentRequirement the number of equipment required to be allowed to have the ability
* @return if the entity has any of the passed passive abilities equipped
*/
bool HasAnyPassive(const std::vector<ItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const;
bool HasAnyPassive(const std::vector<eItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const;
/**
* Despawns the currently active pet, if any
@@ -354,14 +354,14 @@ public:
/**
* Call this when you equip an item. This calls OnFactionTriggerItemEquipped for any scripts found on the items.
*
*
* @param equippedItem The item script to lookup and call equip on
*/
void EquipScripts(Item* equippedItem);
/**
* Call this when you unequip an item. This calls OnFactionTriggerItemUnequipped for any scripts found on the items.
*
*
* @param unequippedItem The item script to lookup and call unequip on
*/
void UnequipScripts(Item* unequippedItem);