DarkflameServer/dGame/dBehaviors/PlayEffectBehavior.cpp

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#include "PlayEffectBehavior.h"
#include "BehaviorContext.h"
#include "BehaviorBranchContext.h"
#include "Recorder.h"
void PlayEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
const auto& target = branch.target == LWOOBJID_EMPTY ? context->originator : branch.target;
Cinema::Recording::Recorder::RegisterEffectForActor(target, this->m_effectId);
// On managed behaviors this is handled by the client
if (!context->unmanaged)
return;
PlayFx(u"", target);
}
void PlayEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
const auto& target = branch.target == LWOOBJID_EMPTY ? context->originator : branch.target;
//PlayFx(u"", target);
}
void PlayEffectBehavior::Load() {
}