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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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@@ -3,9 +3,9 @@
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#include "EntityManager.h"
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#include "Entity.h"
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#include "GameMessages.h"
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#include "MissionState.h"
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#include "eMissionState.h"
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void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID != 1849 && missionID != 1883)
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return;
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@@ -17,16 +17,16 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
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auto* maelstromVacuum = inventory->FindItemByLot(maelstromVacuumLot);
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// For the daily we add the maelstrom vacuum if the player doesn't have it yet
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if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
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if (missionID == 1883 && (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)
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&& maelstromVacuum == nullptr) {
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inventory->AddItem(maelstromVacuumLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
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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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inventory->RemoveItem(maelstromVacuumLot, 1);
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}
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// Next up hide or show the samples based on the mission state
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auto visible = 1;
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if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
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if (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
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visible = 0;
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}
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