DarkflameServer/dGame/dBehaviors/AirMovementBehavior.cpp

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#include "AirMovementBehavior.h"
#include "BehaviorBranchContext.h"
#include "BehaviorContext.h"
#include "EntityManager.h"
void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
uint32_t handle;
bitStream->Read(handle);
context->RegisterSyncBehavior(handle, this, branch);
}
void AirMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch)
{
const auto handle = context->GetUniqueSkillId();
bitStream->Write(handle);
}
void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch)
{
uint32_t behaviorId;
bit_stream->Read(behaviorId);
LWOOBJID target;
bit_stream->Read(target);
auto* behavior = CreateBehavior(behaviorId);
if (EntityManager::Instance()->GetEntity(target) != nullptr)
{
branch.target = target;
}
behavior->Handle(context, bit_stream, branch);
}
void AirMovementBehavior::Load()
{
}