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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
cleanup enums to make them more consistent
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@@ -1,8 +1,8 @@
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#include "NpcCowboyServer.h"
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#include "MissionState.h"
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#include "eMissionState.h"
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#include "InventoryComponent.h"
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void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID != 1880) {
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return;
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}
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@@ -13,14 +13,14 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
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return;
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}
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if (missionState == MissionState::MISSION_STATE_COMPLETE_ACTIVE ||
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missionState == MissionState::MISSION_STATE_ACTIVE ||
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missionState == MissionState::MISSION_STATE_AVAILABLE ||
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missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE) {
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if (missionState == eMissionState::COMPLETE_ACTIVE ||
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missionState == eMissionState::ACTIVE ||
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missionState == eMissionState::AVAILABLE ||
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missionState == eMissionState::COMPLETE_AVAILABLE) {
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if (inventoryComponent->GetLotCount(14378) == 0) {
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inventoryComponent->AddItem(14378, 1, eLootSourceType::LOOT_SOURCE_NONE);
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}
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} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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} else if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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inventoryComponent->RemoveItem(14378, 1);
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}
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}
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