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https://github.com/DarkflameUniverse/DarkflameServer.git
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cleanup enums to make them more consistent
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@@ -1,8 +1,8 @@
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#include "NPCAddRemoveItem.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 NPCAddRemoveItem::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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void NPCAddRemoveItem::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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auto* inventory = target->GetComponent<InventoryComponent>();
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if (inventory == nullptr)
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return;
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@@ -11,9 +11,9 @@ void NPCAddRemoveItem::OnMissionDialogueOK(Entity* self, Entity* target, int mis
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if (missionSetting.first == missionID) {
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for (const auto& itemSetting : missionSetting.second) {
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for (const auto& lot : itemSetting.items) {
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if (itemSetting.add && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
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if (itemSetting.add && (missionState == eMissionState::AVAILABLE || missionState == eMissionState::COMPLETE_AVAILABLE)) {
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inventory->AddItem(lot, 1, eLootSourceType::LOOT_SOURCE_NONE);
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} else if (itemSetting.remove && (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)) {
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} else if (itemSetting.remove && (missionState == eMissionState::READY_TO_COMPLETE || missionState == eMissionState::COMPLETE_READY_TO_COMPLETE)) {
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inventory->RemoveItem(lot, 1);
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}
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}
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