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

@@ -3,6 +3,7 @@
#include "GameMessages.h"
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
//TODO: this has to be updated so that you only get killed if you're in a certain radius.
//And so that all entities in a certain radius are killed, not just the attacker.
@@ -51,14 +52,14 @@ void ExplodingAsset::OnHit(Entity* self, Entity* attacker) {
if (missionComponent != nullptr) {
if (missionID != 0) {
missionComponent->ForceProgressValue(missionID,
static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT(), false);
}
if (!achievementIDs.empty()) {
for (const auto& achievementID : GeneralUtils::SplitString(achievementIDs, u'_')) {
missionComponent->ForceProgressValue(std::stoi(GeneralUtils::UTF16ToWTF8(achievementID)),
static_cast<uint32_t>(MissionTaskType::MISSION_TASK_TYPE_SCRIPT),
static_cast<uint32_t>(eMissionTaskType::SCRIPT),
self->GetLOT());
}
}