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

@@ -4,7 +4,8 @@
#include "EntityManager.h"
#include "dZoneManager.h"
#include "Player.h"
#include "MissionTaskType.h"
#include "eMissionTaskType.h"
#include "eMissionState.h"
#include "MissionComponent.h"
#include "Character.h"
@@ -361,16 +362,16 @@ void BaseSurvivalServer::GameOver(Entity* self) {
// Update all mission progression
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, time, self->GetObjectID(),
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(),
self->GetVar<std::string>(MissionTypeVariable));
for (const auto& survivalMission : missionsToUpdate) {
auto* mission = missionComponent->GetMission(survivalMission.first);
if (mission != nullptr && (uint32_t)time >= survivalMission.second
&& (mission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE
|| mission->GetMissionState() == MissionState::MISSION_STATE_COMPLETE_ACTIVE)) {
&& (mission->GetMissionState() == eMissionState::ACTIVE
|| mission->GetMissionState() == eMissionState::COMPLETE_ACTIVE)) {
mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
}
}