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

@@ -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());