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

@@ -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);