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

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@@ -2,6 +2,8 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
void NtAssemblyTubeServer::OnStartup(Entity* self) {
self->SetProximityRadius(5, "teleport");
@@ -22,7 +24,7 @@ void NtAssemblyTubeServer::OnProximityUpdate(Entity* self, Entity* entering, std
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}

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@@ -1,6 +1,7 @@
#include "NtDukeServer.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void NtDukeServer::SetVariables(Entity* self) {
self->SetVar<float_t>(m_SpyProximityVariable, 35.0f);
@@ -19,7 +20,7 @@ void NtDukeServer::SetVariables(Entity* self) {
self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
}
void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
// Handles adding and removing the sword for the Crux Prime Sword mission
auto* missionComponent = target->GetComponent<MissionComponent>();
@@ -29,9 +30,9 @@ void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int mission
auto state = missionComponent->GetMissionState(m_SwordMissionID);
auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
if ((state == eMissionState::AVAILABLE || state == eMissionState::ACTIVE) && lotCount < 1) {
inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
} else if (state == eMissionState::READY_TO_COMPLETE) {
inventoryComponent->RemoveItem(m_SwordLot, lotCount);
}
}

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@@ -3,7 +3,7 @@
class NtDukeServer : public NtFactionSpyServer {
void SetVariables(Entity* self) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
const uint32_t m_SwordMissionID = 1448;
const LOT m_SwordLot = 13777;
};

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@@ -3,6 +3,7 @@
#include "MissionComponent.h"
#include "EntityManager.h"
#include "Character.h"
#include "eMissionState.h"
void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"bActive", 1, 0, user->GetObjectID(), "", user->GetSystemAddress());
@@ -16,7 +17,7 @@ void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
const auto playerID = user->GetObjectID();
for (const auto mission : tPlayerOnMissions) {
if (missionComponent->GetMissionState(mission) != MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(mission) != eMissionState::ACTIVE) {
continue;
}

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@@ -2,6 +2,7 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void NtParadoxTeleServer::OnStartup(Entity* self) {
self->SetProximityRadius(5, "teleport");
@@ -44,7 +45,7 @@ void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std:
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}

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@@ -2,6 +2,7 @@
#include "PhantomPhysicsComponent.h"
#include "EntityManager.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void NtSentinelWalkwayServer::OnStartup(Entity* self) {
auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
@@ -38,6 +39,6 @@ void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering,
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}

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@@ -1,11 +1,11 @@
#include "NtVandaServer.h"
#include "InventoryComponent.h"
#include "MissionState.h"
#include "eMissionState.h"
void NtVandaServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void NtVandaServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
// Removes the alien parts after completing the mission
if (missionID == m_AlienPartMissionID && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
if (missionID == m_AlienPartMissionID && missionState == eMissionState::READY_TO_COMPLETE) {
auto* inventoryComponent = target->GetComponent<InventoryComponent>();
for (const auto& alienPartLot : m_AlienPartLots) {
inventoryComponent->RemoveItem(alienPartLot, 1);

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@@ -2,7 +2,7 @@
#include "CppScripts.h"
class NtVandaServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
const uint32_t m_AlienPartMissionID = 1183;
const std::vector<LOT> m_AlienPartLots = { 12479, 12480, 12481 };
};

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@@ -1,6 +1,7 @@
#include "NtVentureSpeedPadServer.h"
#include "SkillComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void NtVentureSpeedPadServer::OnStartup(Entity* self) {
self->SetProximityRadius(3, "speedboost");
@@ -17,7 +18,7 @@ void NtVentureSpeedPadServer::OnProximityUpdate(Entity* self, Entity* entering,
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
auto* skillComponent = player->GetComponent<SkillComponent>();