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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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@@ -12,7 +12,7 @@
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#include "LevelProgressionComponent.h"
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#include "DestroyableComponent.h"
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#include "GameMessages.h"
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#include "eMissionState.h"
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std::map<uint32_t, Precondition*> Preconditions::cache = {};
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@@ -142,19 +142,19 @@ bool Precondition::CheckValue(Entity* player, const uint32_t value, bool evaluat
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case PreconditionType::HasAchievement:
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
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return mission == nullptr || mission->GetMissionState() >= eMissionState::COMPLETE;
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case PreconditionType::MissionAvailable:
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_AVAILABLE;
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return mission == nullptr || mission->GetMissionState() >= eMissionState::AVAILABLE;
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case PreconditionType::OnMission:
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mission = missionComponent->GetMission(value);
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return mission == nullptr || mission->GetMissionState() >= MissionState::MISSION_STATE_ACTIVE;
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return mission == nullptr || mission->GetMissionState() >= eMissionState::ACTIVE;
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case PreconditionType::MissionComplete:
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mission = missionComponent->GetMission(value);
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return mission == nullptr ? false : mission->GetMissionState() >= MissionState::MISSION_STATE_COMPLETE;
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return mission == nullptr ? false : mission->GetMissionState() >= eMissionState::COMPLETE;
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case PreconditionType::PetDeployed:
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return false; // TODO
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case PreconditionType::HasFlag:
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