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

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@@ -1,6 +1,6 @@
#include "ActSharkPlayerDeathTrigger.h"
#include "MissionComponent.h"
#include "MissionTaskType.h"
#include "eMissionTaskType.h"
#include "Entity.h"
void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
@@ -9,7 +9,7 @@ void ActSharkPlayerDeathTrigger::OnFireEventServerSide(Entity* self, Entity* sen
auto missionComponent = sender->GetComponent<MissionComponent>();
if (!missionComponent) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, 8419);
missionComponent->Progress(eMissionTaskType::SCRIPT, 8419);
if (sender->GetIsDead() || !sender->GetPlayerReadyForUpdates()) return; //Don't kill already dead players or players not ready

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@@ -1,9 +1,10 @@
#include "FvFreeGfNinjas.h"
#include "Character.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void FvFreeGfNinjas::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
if (missionID == 705 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
void FvFreeGfNinjas::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID == 705 && missionState == eMissionState::AVAILABLE) {
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
@@ -29,7 +30,7 @@ void FvFreeGfNinjas::OnUse(Entity* self, Entity* user) {
if (missionComponent == nullptr)
return;
if (missionComponent->GetMissionState(705) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(705) == eMissionState::ACTIVE) {
auto* character = user->GetCharacter();
if (character != nullptr)
character->SetPlayerFlag(68, true);

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@@ -3,6 +3,6 @@
class FvFreeGfNinjas : public CppScripts::Script {
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
void OnUse(Entity* self, Entity* user) override;
};

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@@ -2,6 +2,7 @@
#include "Entity.h"
#include "GameMessages.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void LegoDieRoll::OnStartup(Entity* self) {
self->AddTimer("DoneRolling", 10.0f);
@@ -39,7 +40,7 @@ void LegoDieRoll::OnTimerDone(Entity* self, std::string timerName) {
if (missionComponent != nullptr) {
const auto rollMissionState = missionComponent->GetMissionState(756);
if (rollMissionState == MissionState::MISSION_STATE_ACTIVE) {
if (rollMissionState == eMissionState::ACTIVE) {
missionComponent->ForceProgress(756, 1103, 1);
}
}

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@@ -1,18 +1,19 @@
#include "GfJailkeepMission.h"
#include "MissionComponent.h"
#include "Character.h"
#include "eMissionState.h"
void GfJailkeepMission::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void GfJailkeepMission::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent == nullptr)
return;
if (missionID == 385 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
if (missionID == 385 && missionState == eMissionState::AVAILABLE) {
missionComponent->AcceptMission(386, true);
missionComponent->AcceptMission(387, true);
missionComponent->AcceptMission(388, true);
missionComponent->AcceptMission(390, true);
} else if (missionID == 385 && missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
} else if (missionID == 385 && missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
auto* character = target->GetCharacter();
if (character != nullptr && character->GetPlayerFlag(68)) {
missionComponent->AcceptMission(701);
@@ -28,7 +29,7 @@ void GfJailkeepMission::OnUse(Entity* self, Entity* user) {
if (missionComponent == nullptr)
return;
if (missionComponent->GetMissionState(385) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent->GetMissionState(385) == eMissionState::ACTIVE) {
missionComponent->AcceptMission(386, true);
missionComponent->AcceptMission(387, true);
missionComponent->AcceptMission(388, true);

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@@ -5,5 +5,5 @@ class GfJailkeepMission final : public CppScripts::Script
{
public:
void OnUse(Entity* self, Entity* user) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
};

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@@ -2,6 +2,7 @@
#include "EntityManager.h"
#include "EntityInfo.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void PetDigBuild::OnRebuildComplete(Entity* self, Entity* target) {
auto flagNumber = self->GetVar<std::u16string>(u"flagNum");
@@ -22,7 +23,7 @@ void PetDigBuild::OnRebuildComplete(Entity* self, Entity* target) {
info.settings.push_back(new LDFData<std::u16string>(u"groupID", u"Flag" + flagNumber));
} else {
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent != nullptr && missionComponent->GetMissionState(746) == MissionState::MISSION_STATE_ACTIVE) {
if (missionComponent != nullptr && missionComponent->GetMissionState(746) == eMissionState::ACTIVE) {
info.lot = 9307; // Special Captain Jack treasure that drops a mission item
} else {
info.lot = 3495; // Normal AG treasure

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@@ -1,10 +1,10 @@
#include "PirateRep.h"
#include "Character.h"
#include "MissionState.h"
#include "eMissionState.h"
#include "Entity.h"
void PirateRep::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
if (missionID == m_PirateRepMissionID && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
void PirateRep::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID == m_PirateRepMissionID && missionState >= eMissionState::READY_TO_COMPLETE) {
auto* character = target->GetCharacter();
if (character) {
character->SetPlayerFlag(ePlayerFlags::GF_PIRATE_REP, true);

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@@ -3,7 +3,7 @@
class PirateRep : public CppScripts::Script {
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
private:
const int m_PirateRepMissionID = 301;
};

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@@ -13,6 +13,7 @@
#include "MissionComponent.h"
#include "Loot.h"
#include "InventoryComponent.h"
#include "eMissionTaskType.h"
void SGCannon::OnStartup(Entity* self) {
Game::logger->Log("SGCannon", "OnStartup");
@@ -554,9 +555,9 @@ void SGCannon::StopGame(Entity* self, bool cancel) {
auto* missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, self->GetVar<uint32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_MINIGAME, self->GetVar<uint32_t>(MaxStreakVariable), self->GetObjectID(), "performact_streak");
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ACTIVITY, m_CannonLot, 0, "", self->GetVar<uint32_t>(TotalScoreVariable));
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(TotalScoreVariable), self->GetObjectID(), "performact_score");
missionComponent->Progress(eMissionTaskType::PERFORM_ACTIVITY, self->GetVar<uint32_t>(MaxStreakVariable), self->GetObjectID(), "performact_streak");
missionComponent->Progress(eMissionTaskType::ACTIVITY, m_CannonLot, 0, "", self->GetVar<uint32_t>(TotalScoreVariable));
}
LootGenerator::Instance().GiveActivityLoot(player, self, GetGameID(self), self->GetVar<uint32_t>(TotalScoreVariable));
@@ -666,7 +667,7 @@ void SGCannon::RegisterHit(Entity* self, Entity* target, const std::string& time
auto missionComponent = player->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_SMASH, spawnInfo.lot, self->GetObjectID());
missionComponent->Progress(eMissionTaskType::SMASH, spawnInfo.lot, self->GetObjectID());
}
void SGCannon::UpdateStreak(Entity* self) {

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@@ -1,9 +1,10 @@
#include "NpcNpSpacemanBob.h"
#include "DestroyableComponent.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void NpcNpSpacemanBob::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE && missionID == 173) {
void NpcNpSpacemanBob::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionState == eMissionState::READY_TO_COMPLETE && missionID == 173) {
DestroyableComponent* destroyable = static_cast<DestroyableComponent*>(target->GetComponent(COMPONENT_TYPE_DESTROYABLE));
destroyable->SetImagination(6);
MissionComponent* mission = static_cast<MissionComponent*>(target->GetComponent(COMPONENT_TYPE_MISSION));

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@@ -4,6 +4,6 @@
class NpcNpSpacemanBob : public CppScripts::Script
{
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState);
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState);
};

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@@ -7,6 +7,8 @@
#include "SoundTriggerComponent.h"
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "eMissionState.h"
#include "eMissionTaskType.h"
// Constants are at the bottom
@@ -146,8 +148,8 @@ void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
// Player might be null if they left
if (player != nullptr) {
auto* missions = player->GetComponent<MissionComponent>();
if (missions != nullptr && missions->GetMissionState(176) == MissionState::MISSION_STATE_ACTIVE) {
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
if (missions != nullptr && missions->GetMissionState(176) == eMissionState::ACTIVE) {
missions->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
}
GameMessages::SendEndCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS, 1.0f);

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@@ -1,8 +1,9 @@
#include "NsJohnnyMissionServer.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void NsJohnnyMissionServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
if (missionID == 773 && missionState <= MissionState::MISSION_STATE_ACTIVE) {
void NsJohnnyMissionServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
if (missionID == 773 && missionState <= eMissionState::ACTIVE) {
auto* missionComponent = target->GetComponent<MissionComponent>();
if (missionComponent != nullptr) {
missionComponent->AcceptMission(774);

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@@ -2,5 +2,5 @@
#include "CppScripts.h"
class NsJohnnyMissionServer : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
};

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@@ -1,11 +1,12 @@
#include "NsModularBuild.h"
#include "MissionComponent.h"
#include "eMissionState.h"
void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
if (bCompleted) {
MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
if (mission->GetMissionState(m_MissionNum) == MissionState::MISSION_STATE_ACTIVE) {
if (mission->GetMissionState(m_MissionNum) == eMissionState::ACTIVE) {
for (LOT mod : modules) {
if (mod == 9516 || mod == 9517 || mod == 9518) {
mission->ForceProgress(m_MissionNum, 1178, 1);

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@@ -5,18 +5,19 @@
#include "InventoryComponent.h"
#include "MissionComponent.h"
#include "Item.h"
#include "eMissionState.h"
void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
auto* missionComponent = target->GetComponent<MissionComponent>();
auto* inventoryComponent = target->GetComponent<InventoryComponent>();
const auto state = missionComponent->GetMissionState(320);
if (missionID == 768 && missionState == MissionState::MISSION_STATE_AVAILABLE) {
if (missionID == 768 && missionState == eMissionState::AVAILABLE) {
if (!character->GetPlayerFlag(71)) {
// TODO: Cinematic "MissionCam"
}
} else if (missionID == 768 && missionState >= MissionState::MISSION_STATE_READY_TO_COMPLETE) {
} else if (missionID == 768 && missionState >= eMissionState::READY_TO_COMPLETE) {
//remove the inventory items
for (int item : gearSets) {
auto* id = inventoryComponent->FindItemByLot(item);
@@ -27,8 +28,8 @@ void AgPropGuard::OnMissionDialogueOK(Entity* self, Entity* target, int missionI
}
}
} else if (
(missionID == 320 && state == MissionState::MISSION_STATE_AVAILABLE) /*||
(state == MissionState::MISSION_STATE_COMPLETE && missionID == 891 && missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE)*/
(missionID == 320 && state == eMissionState::AVAILABLE) /*||
(state == eMissionState::COMPLETE && missionID == 891 && missionState == eMissionState::READY_TO_COMPLETE)*/
) {
//GameMessages::SendNotifyClientObject(EntityManager::Instance()->GetZoneControlEntity()->GetObjectID(), u"GuardChat", target->GetObjectID(), 0, target->GetObjectID(), "", target->GetSystemAddress());

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@@ -4,7 +4,7 @@
class AgPropGuard final : public CppScripts::Script
{
public:
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
private:
std::vector<int> gearSets = { 14359,14321,14353,14315 };

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@@ -3,9 +3,9 @@
#include "GameMessages.h"
#include "EntityManager.h"
#include "dZoneManager.h"
#include "MissionState.h"
#include "eMissionState.h"
void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
auto* character = target->GetCharacter();
if (character == nullptr)
return;
@@ -14,11 +14,11 @@ void AgPropguards::OnMissionDialogueOK(Entity* self, Entity* target, int mission
if (flag == 0)
return;
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_ACTIVE)
if ((missionState == eMissionState::AVAILABLE || missionState == eMissionState::ACTIVE)
&& !character->GetPlayerFlag(flag)) {
// If the player just started the mission, play a cinematic highlighting the target
GameMessages::SendPlayCinematic(target->GetObjectID(), u"MissionCam", target->GetSystemAddress());
} else if (missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
} else if (missionState == eMissionState::COMPLETE_READY_TO_COMPLETE) {
// Makes the guard disappear once the mission has been completed
const auto zoneControlID = EntityManager::Instance()->GetZoneControlEntity()->GetObjectID();
GameMessages::SendNotifyClientObject(zoneControlID, u"GuardChat", 0, 0, self->GetObjectID(),

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@@ -2,7 +2,7 @@
#include "CppScripts.h"
class AgPropguards : public CppScripts::Script {
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
private:
static uint32_t GetFlagForMission(uint32_t missionID);
};

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@@ -3,8 +3,9 @@
#include "DestroyableComponent.h"
#include "EntityManager.h"
#include "PossessableComponent.h"
#include "RacingTaskParam.h"
#include "eRacingTaskParam.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void FvRaceSmashEggImagineServer::OnDie(Entity* self, Entity* killer) {
if (killer != nullptr) {
@@ -29,8 +30,8 @@ void FvRaceSmashEggImagineServer::OnDie(Entity* self, Entity* killer) {
}
if (missionComponent == nullptr) return;
// Dragon eggs have their own smash server so we handle mission progression for them here.
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, 0, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SMASHABLES);
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, self->GetLOT(), (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SMASH_SPECIFIC_SMASHABLE);
missionComponent->Progress(eMissionTaskType::RACING, 0, (LWOOBJID)eRacingTaskParam::SMASHABLES);
missionComponent->Progress(eMissionTaskType::RACING, self->GetLOT(), (LWOOBJID)eRacingTaskParam::SMASH_SPECIFIC_SMASHABLE);
}
}

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@@ -3,9 +3,10 @@
#include "EntityManager.h"
#include "PossessableComponent.h"
#include "RaceImagineCrateServer.h"
#include "RacingTaskParam.h"
#include "eRacingTaskParam.h"
#include "MissionComponent.h"
#include "SkillComponent.h"
#include "eMissionTaskType.h"
void RaceImagineCrateServer::OnDie(Entity* self, Entity* killer) {
if (self->GetVar<bool>(u"bIsDead")) {
@@ -49,7 +50,7 @@ void RaceImagineCrateServer::OnDie(Entity* self, Entity* killer) {
// Progress racing smashable missions
if (missionComponent == nullptr) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, 0, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SMASHABLES);
missionComponent->Progress(eMissionTaskType::RACING, 0, (LWOOBJID)eRacingTaskParam::SMASHABLES);
}
}
}

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@@ -2,8 +2,9 @@
#include "EntityManager.h"
#include "PossessorComponent.h"
#include "RaceImaginePowerup.h"
#include "RacingTaskParam.h"
#include "eRacingTaskParam.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void RaceImaginePowerup::OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1,
int32_t param2, int32_t param3) {
@@ -31,6 +32,6 @@ void RaceImaginePowerup::OnFireEventServerSide(Entity* self, Entity* sender, std
auto* missionComponent = sender->GetComponent<MissionComponent>();
if (missionComponent == nullptr) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, self->GetLOT(), (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_COLLECT_IMAGINATION);
missionComponent->Progress(eMissionTaskType::RACING, self->GetLOT(), (LWOOBJID)eRacingTaskParam::COLLECT_IMAGINATION);
}
}

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@@ -2,8 +2,9 @@
#include "EntityManager.h"
#include "PossessableComponent.h"
#include "RaceSmashServer.h"
#include "RacingTaskParam.h"
#include "eRacingTaskParam.h"
#include "MissionComponent.h"
#include "eMissionTaskType.h"
void RaceSmashServer::OnDie(Entity* self, Entity* killer) {
// Crate is smashed by the car
@@ -22,9 +23,9 @@ void RaceSmashServer::OnDie(Entity* self, Entity* killer) {
// Progress racing smashable missions
if (missionComponent == nullptr) return;
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, 0, (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SMASHABLES);
missionComponent->Progress(eMissionTaskType::RACING, 0, (LWOOBJID)eRacingTaskParam::SMASHABLES);
// Progress missions that ask us to smash a specific smashable.
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_RACING, self->GetLOT(), (LWOOBJID)RacingTaskParam::RACING_TASK_PARAM_SMASH_SPECIFIC_SMASHABLE);
missionComponent->Progress(eMissionTaskType::RACING, self->GetLOT(), (LWOOBJID)eRacingTaskParam::SMASH_SPECIFIC_SMASHABLE);
}
}
}