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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
cleanup enums to make them more consistent
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@@ -1,9 +1,9 @@
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#include "FvFong.h"
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#include "Darkitect.h"
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#include "MissionState.h"
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#include "eMissionState.h"
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void FvFong::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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if (missionID == 734 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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void FvFong::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID == 734 && missionState == eMissionState::READY_TO_COMPLETE) {
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Darkitect Baron;
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Baron.Reveal(self, target);
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}
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@@ -4,5 +4,5 @@
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class FvFong : public CppScripts::Script
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{
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public:
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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};
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@@ -4,6 +4,7 @@
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "InventoryComponent.h"
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int32_t ImgBrickConsoleQB::ResetBricks = 30;
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@@ -71,13 +72,13 @@ void ImgBrickConsoleQB::OnUse(Entity* self, Entity* user) {
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auto* inventoryComponent = player->GetComponent<InventoryComponent>();
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if (missionComponent != nullptr && inventoryComponent != nullptr) {
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if (missionComponent->GetMissionState(1302) == MissionState::MISSION_STATE_ACTIVE) {
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if (missionComponent->GetMissionState(1302) == eMissionState::ACTIVE) {
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inventoryComponent->RemoveItem(13074, 1);
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missionComponent->ForceProgressTaskType(1302, 1, 1);
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}
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if (missionComponent->GetMissionState(1926) == MissionState::MISSION_STATE_ACTIVE) {
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if (missionComponent->GetMissionState(1926) == eMissionState::ACTIVE) {
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inventoryComponent->RemoveItem(14472, 1);
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missionComponent->ForceProgressTaskType(1926, 1, 1);
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