2022-08-06 03:01:59 +00:00
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#include "AirMovementBehavior.h"
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2021-12-05 17:54:36 +00:00
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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void AirMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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uint32_t handle;
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bitStream->Read(handle);
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context->RegisterSyncBehavior(handle, this, branch);
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}
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void AirMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) {
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const auto handle = context->GetUniqueSkillId();
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bitStream->Write(handle);
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}
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void AirMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream* bit_stream, BehaviorBranchContext branch) {
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uint32_t behaviorId;
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bit_stream->Read(behaviorId);
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LWOOBJID target;
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bit_stream->Read(target);
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auto* behavior = CreateBehavior(behaviorId);
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if (EntityManager::Instance()->GetEntity(target) != nullptr) {
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branch.target = target;
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}
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2022-07-28 13:39:57 +00:00
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2021-12-05 17:54:36 +00:00
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behavior->Handle(context, bit_stream, branch);
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}
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void AirMovementBehavior::Load() {
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}
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