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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-10 17:38:08 +00:00
cleanup enums to make them more consistent
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@@ -4,7 +4,8 @@
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#include "EntityManager.h"
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#include "dZoneManager.h"
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#include "Player.h"
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#include "MissionTaskType.h"
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#include "eMissionTaskType.h"
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#include "eMissionState.h"
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#include "MissionComponent.h"
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#include "Character.h"
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@@ -361,16 +362,16 @@ void BaseSurvivalServer::GameOver(Entity* self) {
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// Update all mission progression
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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_MINIGAME, time, self->GetObjectID(),
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missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(),
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self->GetVar<std::string>(MissionTypeVariable));
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for (const auto& survivalMission : missionsToUpdate) {
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auto* mission = missionComponent->GetMission(survivalMission.first);
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if (mission != nullptr && (uint32_t)time >= survivalMission.second
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&& (mission->GetMissionState() == MissionState::MISSION_STATE_ACTIVE
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|| mission->GetMissionState() == MissionState::MISSION_STATE_COMPLETE_ACTIVE)) {
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&& (mission->GetMissionState() == eMissionState::ACTIVE
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|| mission->GetMissionState() == eMissionState::COMPLETE_ACTIVE)) {
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mission->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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mission->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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}
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}
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