mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-08 11:44:11 +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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@@ -373,7 +374,7 @@ void BaseWavesServer::GameOver(Entity* self, bool won) {
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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(), self->GetVar<std::string>(MissionTypeVariable));
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missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, time, self->GetObjectID(), self->GetVar<std::string>(MissionTypeVariable));
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}
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StopActivity(self, playerID, wave, time, score);
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@@ -510,15 +511,15 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
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// Get the mission state
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auto missionState = missionComponent->GetMissionState(missionID);
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// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
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if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
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if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) {
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missionComponent->AcceptMission(missionID);
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missionState = missionComponent->GetMissionState(missionID);
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}
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if (missionState != MissionState::MISSION_STATE_COMPLETE) {
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if (missionState != eMissionState::COMPLETE) {
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auto mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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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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@@ -528,15 +529,15 @@ bool BaseWavesServer::UpdateSpawnedEnemies(Entity* self, LWOOBJID enemyID, uint3
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// Get the mission state
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auto missionState = missionComponent->GetMissionState(missionID);
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// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
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if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
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if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) {
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missionComponent->AcceptMission(missionID);
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missionState = missionComponent->GetMissionState(missionID);
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}
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if (missionState != MissionState::MISSION_STATE_COMPLETE) {
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if (missionState != eMissionState::COMPLETE) {
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auto mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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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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@@ -564,14 +565,14 @@ void BaseWavesServer::UpdateMissionForAllPlayers(Entity* self, uint32_t missionI
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// Get the mission state
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auto missionState = missionComponent->GetMissionState(missionID);
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// For some reason these achievements are not accepted by default, so we accept them here if they arent already.
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if (missionState != MissionState::MISSION_STATE_COMPLETE && missionState != MissionState::MISSION_STATE_UNKNOWN) {
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if (missionState != eMissionState::COMPLETE && missionState != eMissionState::UNKNOWN) {
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missionComponent->AcceptMission(missionID);
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missionState = missionComponent->GetMissionState(missionID);
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}
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if (missionState != MissionState::MISSION_STATE_COMPLETE) {
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if (missionState != eMissionState::COMPLETE) {
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auto mission = missionComponent->GetMission(missionID);
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if (mission != nullptr) {
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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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