Change from ENEMY_SPAWN to ENTITY_SPAWN since that's what it does. Closes #31
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4 changed files with 4 additions and 4 deletions
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@ -5,7 +5,7 @@ namespace Events {
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START, COMBAT, DEATH, STAIRS_UP, STAIRS_DOWN, TRAP,
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COMBAT_START, NO_NEIGHBORS, HP_STATUS,
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ATTACK, NEW_RITUAL,
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UPDATE_SPRITE, ENEMY_SPAWN, NOOP,
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UPDATE_SPRITE, ENTITY_SPAWN, NOOP,
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LOOT_ITEM, LOOT_CONTAINER,
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LOOT_CLOSE, LOOT_SELECT, INV_SELECT, AIM_CLICK
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};
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@ -42,7 +42,7 @@ namespace gui {
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void DebugUI::spawn(std::string enemy_key) {
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auto ent = $level_mgr.spawn_enemy(enemy_key);
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auto& level = $level_mgr.current();
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level.world->send<Events::GUI>(Events::GUI::ENEMY_SPAWN, ent, {});
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level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, ent, {});
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}
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void DebugUI::render(sf::RenderWindow& window) {
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@ -446,7 +446,7 @@ namespace gui {
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case eGUI::COMBAT_START:
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event(Event::START_COMBAT);
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break;
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case eGUI::ENEMY_SPAWN:
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case eGUI::ENTITY_SPAWN:
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$main_ui.$rayview.update_level($level);
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$main_ui.dirty();
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run_systems();
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@ -515,7 +515,7 @@ bool System::drop_item(GameLevel& level, Entity item) {
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collision.insert(pos.location, item);
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// BUG: really there should be another system that handles loot->inv moves
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if(player_inv.has(item)) player_inv.remove(item);
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level.world->send<Events::GUI>(Events::GUI::ENEMY_SPAWN, item, {});
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level.world->send<Events::GUI>(Events::GUI::ENTITY_SPAWN, item, {});
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level.world->not_constant(item);
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return true;
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}
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