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SAGA2: Rename enums in property.h
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@ -2415,11 +2415,11 @@ void Actor::evaluateNeeds() {
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if (canSenseActorProperty(
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info,
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maxSenseRange,
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actorPropIDEnemy)
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kActorPropIDEnemy)
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|| canSenseActorPropertyIndirectly(
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info,
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maxSenseRange,
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actorPropIDEnemy)) {
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kActorPropIDEnemy)) {
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PlayerActorID playerID = _disposition - kDispositionPlayer;
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if (isAggressive(playerID))
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@ -2614,8 +2614,8 @@ void Actor::updateState() {
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_curTask,
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ActorPropertyTarget(
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_disposition == kDispositionEnemy
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? actorPropIDPlayerActor
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: actorPropIDEnemy),
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? kActorPropIDPlayerActor
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: kActorPropIDEnemy),
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true);
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if (task != nullptr)
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@ -2640,8 +2640,8 @@ void Actor::updateState() {
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_curTask,
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ActorPropertyTarget(
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disp == kDispositionEnemy
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? actorPropIDPlayerActor
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: actorPropIDEnemy));
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? kActorPropIDPlayerActor
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: kActorPropIDEnemy));
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if (task != nullptr)
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_curTask->setTask(task);
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@ -3104,7 +3104,7 @@ uint8 Actor::evaluateFollowerNeeds(Actor *follower) {
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&& follower->canSenseActorProperty(
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info,
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maxSenseRange,
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actorPropIDEnemy)))
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kActorPropIDEnemy)))
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return kActorGoalAttackEnemy;
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return kActorGoalFollowLeader;
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@ -210,16 +210,16 @@ typedef PropertyOr< GameObject > ObjectPropertyOr;
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typedef int16 ObjectPropertyID;
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enum {
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objPropIDObject,
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objPropIDActor,
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objPropIDWorld,
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objPropIDLocked,
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objPropIDUnlocked,
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objPropIDKey,
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objPropIDPlayerActor,
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objPropIDEnemy,
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kObjPropIDObject,
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kObjPropIDActor,
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kObjPropIDWorld,
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kObjPropIDLocked,
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kObjPropIDUnlocked,
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kObjPropIDKey,
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kObjPropIDPlayerActor,
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kObjPropIDEnemy,
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objPropIDCount
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kObjPropIDCount
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};
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/* ===================================================================== *
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@ -236,12 +236,12 @@ typedef PropertyOr< Actor > ActorPropertyOr;
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typedef int16 ActorPropertyID;
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enum {
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actorPropIDDead,
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actorPropIDCenterActor,
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actorPropIDPlayerActor,
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actorPropIDEnemy,
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kActorPropIDDead,
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kActorPropIDCenterActor,
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kActorPropIDPlayerActor,
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kActorPropIDEnemy,
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actorPropIDCount
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kActorPropIDCount
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};
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/* ===================================================================== *
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@ -258,9 +258,9 @@ typedef PropertyOr< TileInfo > TilePropertyOr;
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typedef int16 TilePropertyID;
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enum {
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tilePropIDHasWater,
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kTilePropIDHasWater,
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tilePropIDCount
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kTilePropIDCount
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};
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/* ===================================================================== *
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@ -367,9 +367,9 @@ public:
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typedef int16 MetaTilePropertyID;
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enum {
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metaTilePropIDHasWater,
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kMetaTilePropIDHasWater,
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metaTilePropIDCount
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kMetaTilePropIDCount
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};
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bool objIsObject(GameObject *obj);
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@ -3676,7 +3676,7 @@ bool BandTask::BandAndAvoidEnemiesRepulsorIterator::firstEnemyRepulsor(
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int16 actorDistArray[ARRAYSIZE(_actorArray)];
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TargetActorArray taa(ARRAYSIZE(_actorArray), _actorArray, actorDistArray);
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ActorPropertyTarget target(actorPropIDEnemy);
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ActorPropertyTarget target(kActorPropIDEnemy);
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_numActors = target.actor(_a->world(), _a->getLocation(), taa);
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