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

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