mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
cleanup enums to make them more consistent
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@@ -7,6 +7,8 @@
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#include "SoundTriggerComponent.h"
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#include "InventoryComponent.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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#include "eMissionTaskType.h"
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// Constants are at the bottom
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@@ -146,8 +148,8 @@ void NsConcertInstrument::StopPlayingInstrument(Entity* self, Entity* player) {
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// Player might be null if they left
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if (player != nullptr) {
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auto* missions = player->GetComponent<MissionComponent>();
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if (missions != nullptr && missions->GetMissionState(176) == MissionState::MISSION_STATE_ACTIVE) {
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missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SCRIPT, self->GetLOT());
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if (missions != nullptr && missions->GetMissionState(176) == eMissionState::ACTIVE) {
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missions->Progress(eMissionTaskType::SCRIPT, self->GetLOT());
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}
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GameMessages::SendEndCinematic(player->GetObjectID(), cinematics.at(instrumentLot), UNASSIGNED_SYSTEM_ADDRESS, 1.0f);
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@@ -1,8 +1,9 @@
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#include "NsJohnnyMissionServer.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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void NsJohnnyMissionServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) {
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if (missionID == 773 && missionState <= MissionState::MISSION_STATE_ACTIVE) {
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void NsJohnnyMissionServer::OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {
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if (missionID == 773 && missionState <= eMissionState::ACTIVE) {
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auto* missionComponent = target->GetComponent<MissionComponent>();
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if (missionComponent != nullptr) {
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missionComponent->AcceptMission(774);
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@@ -2,5 +2,5 @@
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#include "CppScripts.h"
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class NsJohnnyMissionServer : public CppScripts::Script {
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, MissionState missionState) override;
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void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) override;
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};
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@@ -1,11 +1,12 @@
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#include "NsModularBuild.h"
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#include "MissionComponent.h"
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#include "eMissionState.h"
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void NsModularBuild::OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {
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if (bCompleted) {
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MissionComponent* mission = static_cast<MissionComponent*>(player->GetComponent(COMPONENT_TYPE_MISSION));
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if (mission->GetMissionState(m_MissionNum) == MissionState::MISSION_STATE_ACTIVE) {
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if (mission->GetMissionState(m_MissionNum) == eMissionState::ACTIVE) {
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for (LOT mod : modules) {
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if (mod == 9516 || mod == 9517 || mod == 9518) {
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mission->ForceProgress(m_MissionNum, 1178, 1);
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