mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 17:54:01 +00:00
chore: General cleanup roundup (#1444)
* Moved unrelated changes out of the TryParse PR branch * const correctness and cstdint type usage * removing a few "== nullptr" * amf constexpr, const-correctness, and attrib tagging * update to account for feedback * Fixing accidentally included header and hopefully fixing the MacOS issue too * try reordering the amf3 specializations to fix the MacOS issue again * Amf3 template class member func instantiation fix * try including only on macos * Using if constexpr rather than specialization * Trying a different solution for the instantiation problem * Remove #include "dPlatforms.h"
This commit is contained in:
@@ -23,7 +23,7 @@
|
||||
|
||||
#include "CppScripts.h"
|
||||
|
||||
QuickBuildComponent::QuickBuildComponent(Entity* entity) : Component(entity) {
|
||||
QuickBuildComponent::QuickBuildComponent(Entity* const entity) : Component{ entity } {
|
||||
std::u16string checkPreconditions = entity->GetVar<std::u16string>(u"CheckPrecondition");
|
||||
|
||||
if (!checkPreconditions.empty()) {
|
||||
@@ -283,47 +283,47 @@ void QuickBuildComponent::DespawnActivator() {
|
||||
}
|
||||
}
|
||||
|
||||
Entity* QuickBuildComponent::GetActivator() {
|
||||
Entity* QuickBuildComponent::GetActivator() const {
|
||||
return Game::entityManager->GetEntity(m_ActivatorId);
|
||||
}
|
||||
|
||||
NiPoint3 QuickBuildComponent::GetActivatorPosition() {
|
||||
NiPoint3 QuickBuildComponent::GetActivatorPosition() const noexcept {
|
||||
return m_ActivatorPosition;
|
||||
}
|
||||
|
||||
float QuickBuildComponent::GetResetTime() {
|
||||
float QuickBuildComponent::GetResetTime() const noexcept {
|
||||
return m_ResetTime;
|
||||
}
|
||||
|
||||
float QuickBuildComponent::GetCompleteTime() {
|
||||
float QuickBuildComponent::GetCompleteTime() const noexcept {
|
||||
return m_CompleteTime;
|
||||
}
|
||||
|
||||
int QuickBuildComponent::GetTakeImagination() {
|
||||
int32_t QuickBuildComponent::GetTakeImagination() const noexcept {
|
||||
return m_TakeImagination;
|
||||
}
|
||||
|
||||
bool QuickBuildComponent::GetInterruptible() {
|
||||
bool QuickBuildComponent::GetInterruptible() const noexcept {
|
||||
return m_Interruptible;
|
||||
}
|
||||
|
||||
bool QuickBuildComponent::GetSelfActivator() {
|
||||
bool QuickBuildComponent::GetSelfActivator() const noexcept {
|
||||
return m_SelfActivator;
|
||||
}
|
||||
|
||||
std::vector<int> QuickBuildComponent::GetCustomModules() {
|
||||
std::vector<int32_t> QuickBuildComponent::GetCustomModules() const noexcept {
|
||||
return m_CustomModules;
|
||||
}
|
||||
|
||||
int QuickBuildComponent::GetActivityId() {
|
||||
int32_t QuickBuildComponent::GetActivityId() const noexcept {
|
||||
return m_ActivityId;
|
||||
}
|
||||
|
||||
int QuickBuildComponent::GetPostImaginationCost() {
|
||||
int32_t QuickBuildComponent::GetPostImaginationCost() const noexcept {
|
||||
return m_PostImaginationCost;
|
||||
}
|
||||
|
||||
float QuickBuildComponent::GetTimeBeforeSmash() {
|
||||
float QuickBuildComponent::GetTimeBeforeSmash() const noexcept {
|
||||
return m_TimeBeforeSmash;
|
||||
}
|
||||
|
||||
@@ -332,24 +332,24 @@ eQuickBuildState QuickBuildComponent::GetState() const noexcept {
|
||||
}
|
||||
|
||||
Entity* QuickBuildComponent::GetBuilder() const {
|
||||
auto* builder = Game::entityManager->GetEntity(m_Builder);
|
||||
auto* const builder = Game::entityManager->GetEntity(m_Builder);
|
||||
|
||||
return builder;
|
||||
}
|
||||
|
||||
bool QuickBuildComponent::GetRepositionPlayer() const {
|
||||
bool QuickBuildComponent::GetRepositionPlayer() const noexcept {
|
||||
return m_RepositionPlayer;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetActivatorPosition(NiPoint3 value) {
|
||||
void QuickBuildComponent::SetActivatorPosition(const NiPoint3& value) noexcept {
|
||||
m_ActivatorPosition = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetResetTime(float value) {
|
||||
void QuickBuildComponent::SetResetTime(const float value) noexcept {
|
||||
m_ResetTime = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetCompleteTime(float value) {
|
||||
void QuickBuildComponent::SetCompleteTime(const float value) noexcept {
|
||||
if (value < 0) {
|
||||
m_CompleteTime = 4.5f;
|
||||
} else {
|
||||
@@ -357,31 +357,31 @@ void QuickBuildComponent::SetCompleteTime(float value) {
|
||||
}
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetTakeImagination(int value) {
|
||||
void QuickBuildComponent::SetTakeImagination(const int32_t value) noexcept {
|
||||
m_TakeImagination = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetInterruptible(bool value) {
|
||||
void QuickBuildComponent::SetInterruptible(const bool value) noexcept {
|
||||
m_Interruptible = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetSelfActivator(bool value) {
|
||||
void QuickBuildComponent::SetSelfActivator(const bool value) noexcept {
|
||||
m_SelfActivator = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetCustomModules(std::vector<int> value) {
|
||||
void QuickBuildComponent::SetCustomModules(const std::vector<int32_t>& value) noexcept {
|
||||
m_CustomModules = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetActivityId(int value) {
|
||||
void QuickBuildComponent::SetActivityId(const int32_t value) noexcept {
|
||||
m_ActivityId = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetPostImaginationCost(int value) {
|
||||
void QuickBuildComponent::SetPostImaginationCost(const int32_t value) noexcept {
|
||||
m_PostImaginationCost = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetTimeBeforeSmash(float value) {
|
||||
void QuickBuildComponent::SetTimeBeforeSmash(const float value) noexcept {
|
||||
if (value < 0) {
|
||||
m_TimeBeforeSmash = 10.0f;
|
||||
} else {
|
||||
@@ -389,11 +389,11 @@ void QuickBuildComponent::SetTimeBeforeSmash(float value) {
|
||||
}
|
||||
}
|
||||
|
||||
void QuickBuildComponent::SetRepositionPlayer(bool value) {
|
||||
void QuickBuildComponent::SetRepositionPlayer(const bool value) noexcept {
|
||||
m_RepositionPlayer = value;
|
||||
}
|
||||
|
||||
void QuickBuildComponent::StartQuickBuild(Entity* user) {
|
||||
void QuickBuildComponent::StartQuickBuild(Entity* const user) {
|
||||
if (m_State == eQuickBuildState::OPEN || m_State == eQuickBuildState::COMPLETED || m_State == eQuickBuildState::INCOMPLETE) {
|
||||
m_Builder = user->GetObjectID();
|
||||
|
||||
@@ -426,10 +426,8 @@ void QuickBuildComponent::StartQuickBuild(Entity* user) {
|
||||
}
|
||||
}
|
||||
|
||||
void QuickBuildComponent::CompleteQuickBuild(Entity* user) {
|
||||
if (user == nullptr) {
|
||||
return;
|
||||
}
|
||||
void QuickBuildComponent::CompleteQuickBuild(Entity* const user) {
|
||||
if (!user) return;
|
||||
|
||||
auto* characterComponent = user->GetComponent<CharacterComponent>();
|
||||
if (characterComponent != nullptr) {
|
||||
@@ -518,7 +516,7 @@ void QuickBuildComponent::CompleteQuickBuild(Entity* user) {
|
||||
RenderComponent::PlayAnimation(user, u"rebuild-celebrate", 1.09f);
|
||||
}
|
||||
|
||||
void QuickBuildComponent::ResetQuickBuild(bool failed) {
|
||||
void QuickBuildComponent::ResetQuickBuild(const bool failed) {
|
||||
Entity* builder = GetBuilder();
|
||||
|
||||
if (m_State == eQuickBuildState::BUILDING && builder) {
|
||||
@@ -553,7 +551,7 @@ void QuickBuildComponent::ResetQuickBuild(bool failed) {
|
||||
}
|
||||
}
|
||||
|
||||
void QuickBuildComponent::CancelQuickBuild(Entity* entity, eQuickBuildFailReason failReason, bool skipChecks) {
|
||||
void QuickBuildComponent::CancelQuickBuild(Entity* const entity, const eQuickBuildFailReason failReason, const bool skipChecks) {
|
||||
if (m_State != eQuickBuildState::COMPLETED || skipChecks) {
|
||||
|
||||
m_Builder = LWOOBJID_EMPTY;
|
||||
@@ -581,9 +579,7 @@ void QuickBuildComponent::CancelQuickBuild(Entity* entity, eQuickBuildFailReason
|
||||
Game::entityManager->SerializeEntity(m_Parent);
|
||||
}
|
||||
|
||||
if (entity == nullptr) {
|
||||
return;
|
||||
}
|
||||
if (!entity) return;
|
||||
|
||||
CharacterComponent* characterComponent = entity->GetComponent<CharacterComponent>();
|
||||
if (characterComponent) {
|
||||
|
@@ -24,7 +24,7 @@ class QuickBuildComponent final : public Component {
|
||||
public:
|
||||
static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::QUICK_BUILD;
|
||||
|
||||
QuickBuildComponent(Entity* entity);
|
||||
QuickBuildComponent(Entity* const entity);
|
||||
~QuickBuildComponent() override;
|
||||
|
||||
void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate) override;
|
||||
@@ -50,124 +50,124 @@ public:
|
||||
* Returns the entity that acts as the activator for this quickbuild
|
||||
* @return the entity that acts as the activator for this quickbuild
|
||||
*/
|
||||
Entity* GetActivator();
|
||||
[[nodiscard]] Entity* GetActivator() const;
|
||||
|
||||
/**
|
||||
* Returns the spawn position of the activator for this quickbuild, if any
|
||||
* @return the spawn position of the activator for this quickbuild, if any
|
||||
*/
|
||||
NiPoint3 GetActivatorPosition();
|
||||
[[nodiscard]] NiPoint3 GetActivatorPosition() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the spawn position for the activator of this quickbuild
|
||||
* @param value the spawn position to set for the activator
|
||||
*/
|
||||
void SetActivatorPosition(NiPoint3 value);
|
||||
void SetActivatorPosition(const NiPoint3& value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the time it takes for the quickbuild to reset after being built
|
||||
* @return the time it takes for the quickbuild to reset after being built
|
||||
*/
|
||||
float GetResetTime();
|
||||
[[nodiscard]] float GetResetTime() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the time it takes for the quickbuild to reset after being built
|
||||
* @param value the reset time to set
|
||||
*/
|
||||
void SetResetTime(float value);
|
||||
void SetResetTime(const float value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the time it takes to complete the quickbuild
|
||||
* @return the time it takes to complete the quickbuild
|
||||
*/
|
||||
float GetCompleteTime();
|
||||
[[nodiscard]] float GetCompleteTime() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the time it takes to complete the quickbuild
|
||||
* @param value the completion time to set
|
||||
*/
|
||||
void SetCompleteTime(float value);
|
||||
void SetCompleteTime(const float value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the imagination that's taken when completing the quickbuild
|
||||
* @return the imagination that's taken when completing the quickbuild
|
||||
*/
|
||||
int GetTakeImagination();
|
||||
[[nodiscard]] int32_t GetTakeImagination() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the imagination that's taken when completing the quickbuild
|
||||
* @param value the imagination deduction to set
|
||||
*/
|
||||
void SetTakeImagination(int value);
|
||||
void SetTakeImagination(const int32_t value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns if the quickbuild can be interrupted, currently unused
|
||||
* @return if the quickbuild can be interrupted
|
||||
*/
|
||||
bool GetInterruptible();
|
||||
[[nodiscard]] bool GetInterruptible() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets whether or not the quickbuild can be interrupted, currently unused
|
||||
* @param value true if the quickbuild may be interrupted, false otherwise
|
||||
*/
|
||||
void SetInterruptible(bool value);
|
||||
void SetInterruptible(const bool value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns whether or not this entity contains a built-in activator
|
||||
* @return whether or not this entity contains a built-in activator
|
||||
*/
|
||||
bool GetSelfActivator();
|
||||
[[nodiscard]] bool GetSelfActivator() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets whether or not this entity contains a built-in activator. If set to false this will spawn activators on
|
||||
* each new quickbuild.
|
||||
* @param value whether or not this entity contains a built-in activator
|
||||
*/
|
||||
void SetSelfActivator(bool value);
|
||||
void SetSelfActivator(const bool value) noexcept;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
std::vector<int> GetCustomModules();
|
||||
[[nodiscard]] std::vector<int32_t> GetCustomModules() const noexcept;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
void SetCustomModules(std::vector<int> value);
|
||||
void SetCustomModules(const std::vector<int32_t>& value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the activity ID for participating in this quickbuild
|
||||
* @return the activity ID for participating in this quickbuild
|
||||
*/
|
||||
int GetActivityId();
|
||||
[[nodiscard]] int32_t GetActivityId() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the activity ID for participating in this quickbuild
|
||||
* @param value the activity ID to set
|
||||
*/
|
||||
void SetActivityId(int value);
|
||||
void SetActivityId(const int32_t value) noexcept;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
int GetPostImaginationCost();
|
||||
[[nodiscard]] int32_t GetPostImaginationCost() const noexcept;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
void SetPostImaginationCost(int value);
|
||||
void SetPostImaginationCost(const int32_t value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the time it takes for an incomplete quickbuild to be smashed automatically
|
||||
* @return the time it takes for an incomplete quickbuild to be smashed automatically
|
||||
*/
|
||||
float GetTimeBeforeSmash();
|
||||
[[nodiscard]] float GetTimeBeforeSmash() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets the time it takes for an incomplete quickbuild to be smashed automatically
|
||||
* @param value the time to set
|
||||
*/
|
||||
void SetTimeBeforeSmash(float value);
|
||||
void SetTimeBeforeSmash(const float value) noexcept;
|
||||
|
||||
/**
|
||||
* Returns the current quickbuild state
|
||||
@@ -179,19 +179,19 @@ public:
|
||||
* Returns the player that is currently building this quickbuild
|
||||
* @return the player that is currently building this quickbuild
|
||||
*/
|
||||
Entity* GetBuilder() const;
|
||||
[[nodiscard]] Entity* GetBuilder() const;
|
||||
|
||||
/**
|
||||
* Returns whether or not the player is repositioned when initiating the quickbuild
|
||||
* @return whether or not the player is repositioned when initiating the quickbuild
|
||||
*/
|
||||
bool GetRepositionPlayer() const;
|
||||
[[nodiscard]] bool GetRepositionPlayer() const noexcept;
|
||||
|
||||
/**
|
||||
* Sets whether or not the player is repositioned when initiating the quickbuild
|
||||
* @param value whether or not the player is repositioned when initiating the quickbuild
|
||||
*/
|
||||
void SetRepositionPlayer(bool value);
|
||||
void SetRepositionPlayer(const bool value) noexcept;
|
||||
|
||||
/**
|
||||
* Adds a callback that is called when the quickbuild is completed
|
||||
@@ -209,7 +209,7 @@ public:
|
||||
* Resets the quickbuild
|
||||
* @param failed whether or not the player failed to complete the quickbuild, triggers an extra animation
|
||||
*/
|
||||
void ResetQuickBuild(bool failed);
|
||||
void ResetQuickBuild(const bool failed);
|
||||
|
||||
/**
|
||||
* Cancels the quickbuild if it wasn't completed
|
||||
@@ -217,7 +217,7 @@ public:
|
||||
* @param failReason the reason the quickbuild was cancelled
|
||||
* @param skipChecks whether or not to skip the check for the quickbuild not being completed
|
||||
*/
|
||||
void CancelQuickBuild(Entity* builder, eQuickBuildFailReason failReason, bool skipChecks = false);
|
||||
void CancelQuickBuild(Entity* const builder, const eQuickBuildFailReason failReason, const bool skipChecks = false);
|
||||
private:
|
||||
/**
|
||||
* Whether or not the quickbuild state has been changed since we last serialized it.
|
||||
@@ -287,7 +287,7 @@ private:
|
||||
/**
|
||||
* The imagination that's deducted when completing the quickbuild
|
||||
*/
|
||||
int m_TakeImagination = 0;
|
||||
int32_t m_TakeImagination = 0;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
@@ -302,17 +302,17 @@ private:
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
std::vector<int> m_CustomModules{};
|
||||
std::vector<int32_t> m_CustomModules{};
|
||||
|
||||
/**
|
||||
* The activity ID that players partake in when doing this quickbuild
|
||||
*/
|
||||
int m_ActivityId = 0;
|
||||
int32_t m_ActivityId = 0;
|
||||
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
int m_PostImaginationCost = 0;
|
||||
int32_t m_PostImaginationCost = 0;
|
||||
|
||||
/**
|
||||
* The time it takes for the quickbuild to reset when it's not completed yet
|
||||
@@ -327,7 +327,7 @@ private:
|
||||
/**
|
||||
* The amount of imagination that was drained when building this quickbuild
|
||||
*/
|
||||
int m_DrainedImagination = 0;
|
||||
int32_t m_DrainedImagination = 0;
|
||||
|
||||
/**
|
||||
* Whether to reposition the player or not when building
|
||||
@@ -337,7 +337,7 @@ private:
|
||||
/**
|
||||
* Currently unused
|
||||
*/
|
||||
float m_SoftTimer = 0;
|
||||
int32_t m_SoftTimer = 0;
|
||||
|
||||
/**
|
||||
* The ID of the entity that's currently building the quickbuild
|
||||
@@ -353,13 +353,13 @@ private:
|
||||
* Starts the quickbuild for a certain entity
|
||||
* @param user the entity to start the quickbuild
|
||||
*/
|
||||
void StartQuickBuild(Entity* user);
|
||||
void StartQuickBuild(Entity* const user);
|
||||
|
||||
/**
|
||||
* Completes the quickbuild for an entity, dropping loot and despawning the activator
|
||||
* @param user the entity that completed the quickbuild
|
||||
*/
|
||||
void CompleteQuickBuild(Entity* user);
|
||||
void CompleteQuickBuild(Entity* const user);
|
||||
};
|
||||
|
||||
#endif // QUICKBUILDCOMPONENT_H
|
||||
|
@@ -2,7 +2,7 @@
|
||||
|
||||
#include "Action.h"
|
||||
|
||||
AddStripMessage::AddStripMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
|
||||
AddStripMessage::AddStripMessage(AMFArrayValue* const arguments) : BehaviorMessageBase{ arguments } {
|
||||
actionContext = ActionContext(arguments);
|
||||
position = StripUiPosition(arguments);
|
||||
|
||||
|
@@ -18,7 +18,7 @@ class AMFArrayValue;
|
||||
*/
|
||||
class AddStripMessage : public BehaviorMessageBase {
|
||||
public:
|
||||
AddStripMessage(AMFArrayValue* arguments);
|
||||
AddStripMessage(AMFArrayValue* const arguments);
|
||||
StripUiPosition GetPosition() const { return position; };
|
||||
ActionContext GetActionContext() const { return actionContext; };
|
||||
std::vector<Action> GetActionsToAdd() const;
|
||||
|
@@ -8,9 +8,9 @@ BehaviorMessageBase::BehaviorMessageBase(AMFArrayValue* arguments) {
|
||||
this->behaviorId = GetBehaviorIdFromArgument(arguments);
|
||||
}
|
||||
|
||||
int32_t BehaviorMessageBase::GetBehaviorIdFromArgument(AMFArrayValue* arguments) {
|
||||
const auto* key = "BehaviorID";
|
||||
auto* behaviorIDValue = arguments->Get<std::string>(key);
|
||||
int32_t BehaviorMessageBase::GetBehaviorIdFromArgument(AMFArrayValue* const arguments) {
|
||||
const char* const key = "BehaviorID";
|
||||
const auto* const behaviorIDValue = arguments->Get<std::string>(key);
|
||||
|
||||
if (behaviorIDValue && behaviorIDValue->GetValueType() == eAmf::String) {
|
||||
this->behaviorId =
|
||||
@@ -22,11 +22,9 @@ int32_t BehaviorMessageBase::GetBehaviorIdFromArgument(AMFArrayValue* arguments)
|
||||
return this->behaviorId;
|
||||
}
|
||||
|
||||
int32_t BehaviorMessageBase::GetActionIndexFromArgument(AMFArrayValue* arguments, const std::string& keyName) {
|
||||
auto* actionIndexAmf = arguments->Get<double>(keyName);
|
||||
if (!actionIndexAmf) {
|
||||
throw std::invalid_argument("Unable to find actionIndex");
|
||||
}
|
||||
int32_t BehaviorMessageBase::GetActionIndexFromArgument(AMFArrayValue* const arguments, const std::string& keyName) const {
|
||||
const auto* const actionIndexAmf = arguments->Get<double>(keyName);
|
||||
if (!actionIndexAmf) throw std::invalid_argument("Unable to find actionIndex");
|
||||
|
||||
return static_cast<int32_t>(actionIndexAmf->GetValue());
|
||||
}
|
||||
|
@@ -15,13 +15,13 @@ enum class BehaviorState : uint32_t;
|
||||
*/
|
||||
class BehaviorMessageBase {
|
||||
public:
|
||||
static inline int32_t DefaultBehaviorId = -1;
|
||||
const int32_t GetBehaviorId() const { return behaviorId; };
|
||||
bool IsDefaultBehaviorId() { return behaviorId == DefaultBehaviorId; };
|
||||
BehaviorMessageBase(AMFArrayValue* arguments);
|
||||
static constexpr int32_t DefaultBehaviorId = -1;
|
||||
[[nodiscard]] int32_t GetBehaviorId() const { return behaviorId; };
|
||||
[[nodiscard]] bool IsDefaultBehaviorId() { return behaviorId == DefaultBehaviorId; };
|
||||
BehaviorMessageBase(AMFArrayValue* const arguments);
|
||||
protected:
|
||||
int32_t GetBehaviorIdFromArgument(AMFArrayValue* arguments);
|
||||
int32_t GetActionIndexFromArgument(AMFArrayValue* arguments, const std::string& keyName = "actionIndex");
|
||||
[[nodiscard]] int32_t GetBehaviorIdFromArgument(AMFArrayValue* const arguments);
|
||||
[[nodiscard]] int32_t GetActionIndexFromArgument(AMFArrayValue* const arguments, const std::string& keyName = "actionIndex") const;
|
||||
int32_t behaviorId = DefaultBehaviorId;
|
||||
};
|
||||
|
||||
|
Reference in New Issue
Block a user