mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
cleanup enums to make them more consistent
This commit is contained in:
@@ -2,6 +2,8 @@
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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void NtAssemblyTubeServer::OnStartup(Entity* self) {
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self->SetProximityRadius(5, "teleport");
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@@ -22,7 +24,7 @@ void NtAssemblyTubeServer::OnProximityUpdate(Entity* self, Entity* entering, std
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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}
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@@ -1,6 +1,7 @@
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#include "NtDukeServer.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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void NtDukeServer::SetVariables(Entity* self) {
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self->SetVar<float_t>(m_SpyProximityVariable, 35.0f);
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@@ -19,7 +20,7 @@ void NtDukeServer::SetVariables(Entity* self) {
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self->SetVar<std::vector<LWOOBJID>>(m_SpyCinematicObjectsVariable, { self->GetObjectID() });
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}
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void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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// Handles adding and removing the sword for the Crux Prime Sword mission
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auto* missionComponent = target->GetComponent<MissionComponent>();
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@@ -29,9 +30,9 @@ void NtDukeServer::OnMissionDialogueOK(Entity* self, Entity* target, int mission
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auto state = missionComponent->GetMissionState(m_SwordMissionID);
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auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
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if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
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if ((state == eMissionState::AVAILABLE || state == eMissionState::ACTIVE) && lotCount < 1) {
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inventoryComponent->AddItem(m_SwordLot, 1, eLootSourceType::LOOT_SOURCE_NONE);
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} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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} else if (state == eMissionState::READY_TO_COMPLETE) {
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inventoryComponent->RemoveItem(m_SwordLot, lotCount);
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}
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}
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@@ -3,7 +3,7 @@
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class NtDukeServer : public NtFactionSpyServer {
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void SetVariables(Entity* self) override;
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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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const uint32_t m_SwordMissionID = 1448;
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const LOT m_SwordLot = 13777;
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};
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@@ -3,6 +3,7 @@
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#include "MissionComponent.h"
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#include "EntityManager.h"
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#include "Character.h"
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#include "eMissionState.h"
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void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
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GameMessages::SendNotifyClientObject(self->GetObjectID(), u"bActive", 1, 0, user->GetObjectID(), "", user->GetSystemAddress());
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@@ -16,7 +17,7 @@ void NtParadoxPanelServer::OnUse(Entity* self, Entity* user) {
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const auto playerID = user->GetObjectID();
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for (const auto mission : tPlayerOnMissions) {
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if (missionComponent->GetMissionState(mission) != MissionState::MISSION_STATE_ACTIVE) {
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if (missionComponent->GetMissionState(mission) != eMissionState::ACTIVE) {
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continue;
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}
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@@ -2,6 +2,7 @@
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#include "GameMessages.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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void NtParadoxTeleServer::OnStartup(Entity* self) {
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self->SetProximityRadius(5, "teleport");
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@@ -44,7 +45,7 @@ void NtParadoxTeleServer::OnProximityUpdate(Entity* self, Entity* entering, std:
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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}
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@@ -2,6 +2,7 @@
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#include "PhantomPhysicsComponent.h"
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#include "EntityManager.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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void NtSentinelWalkwayServer::OnStartup(Entity* self) {
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auto* phantomPhysicsComponent = self->GetComponent<PhantomPhysicsComponent>();
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@@ -38,6 +39,6 @@ void NtSentinelWalkwayServer::OnProximityUpdate(Entity* self, Entity* entering,
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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}
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@@ -1,11 +1,11 @@
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#include "NtVandaServer.h"
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#include "InventoryComponent.h"
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#include "MissionState.h"
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#include "eMissionState.h"
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void NtVandaServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NtVandaServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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// Removes the alien parts after completing the mission
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if (missionID == m_AlienPartMissionID && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
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if (missionID == m_AlienPartMissionID && missionState == eMissionState::READY_TO_COMPLETE) {
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auto* inventoryComponent = target->GetComponent<InventoryComponent>();
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for (const auto& alienPartLot : m_AlienPartLots) {
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inventoryComponent->RemoveItem(alienPartLot, 1);
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@@ -2,7 +2,7 @@
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#include "CppScripts.h"
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class NtVandaServer : public CppScripts::Script {
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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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const uint32_t m_AlienPartMissionID = 1183;
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const std::vector<LOT> m_AlienPartLots = { 12479, 12480, 12481 };
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};
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@@ -1,6 +1,7 @@
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#include "NtVentureSpeedPadServer.h"
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#include "SkillComponent.h"
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#include "MissionComponent.h"
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#include "eMissionTaskType.h"
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void NtVentureSpeedPadServer::OnStartup(Entity* self) {
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self->SetProximityRadius(3, "speedboost");
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@@ -17,7 +18,7 @@ void NtVentureSpeedPadServer::OnProximityUpdate(Entity* self, Entity* entering,
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auto* missionComponent = player->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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missionComponent->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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auto* skillComponent = player->GetComponent<SkillComponent>();
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