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