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

@@ -8,6 +8,8 @@
#include "RenderComponent.h"
#include "PropertyManagementComponent.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
void BasePropertyServer::SetGameVariables(Entity* self) {
self->SetVar<std::string>(ClaimMarkerGroup, "");
@@ -97,7 +99,7 @@ void BasePropertyServer::BasePlayerLoaded(Entity* self, Entity* player) {
if (missionComponent != nullptr) {
missionComponent->Progress(
MissionTaskType::MISSION_TASK_TYPE_VISIT_PROPERTY,
eMissionTaskType::VISIT_PROPERTY,
mapID.GetMapID(),
mapID.GetCloneID()
);
@@ -150,7 +152,7 @@ void BasePropertyServer::PropGuardCheck(Entity* self, Entity* player) {
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr
&& missionComponent->GetMissionState(self->GetVar<uint32_t>(guardMissionFlag)) != MissionState::MISSION_STATE_COMPLETE) {
&& missionComponent->GetMissionState(self->GetVar<uint32_t>(guardMissionFlag)) != eMissionState::COMPLETE) {
ActivateSpawner(self->GetVar<std::string>(PropertyMGSpawner));
}
}