From 39b81b6263d9eeac0e4efb9aec939de327e3f849 Mon Sep 17 00:00:00 2001 From: David Markowitz <39972741+EmosewaMC@users.noreply.github.com> Date: Tue, 26 Mar 2024 04:35:35 -0700 Subject: [PATCH] rename and shorted BehaviorTemplate enum (#1512) just a renaming of the enum and the value names and deletion of the empty cpp file. Code compiles still. --- dGame/dBehaviors/BasicAttackBehavior.cpp | 2 +- dGame/dBehaviors/Behavior.cpp | 148 ++++++++++---------- dGame/dBehaviors/Behavior.h | 6 +- dGame/dBehaviors/BehaviorTemplate.h | 70 +++++++++ dGame/dBehaviors/BehaviorTemplates.cpp | 1 - dGame/dBehaviors/BehaviorTemplates.h | 70 --------- dGame/dBehaviors/CMakeLists.txt | 1 - dGame/dBehaviors/ForceMovementBehavior.cpp | 4 +- dGame/dBehaviors/MovementSwitchBehavior.cpp | 16 +-- 9 files changed, 158 insertions(+), 160 deletions(-) create mode 100644 dGame/dBehaviors/BehaviorTemplate.h delete mode 100644 dGame/dBehaviors/BehaviorTemplates.cpp delete mode 100644 dGame/dBehaviors/BehaviorTemplates.h diff --git a/dGame/dBehaviors/BasicAttackBehavior.cpp b/dGame/dBehaviors/BasicAttackBehavior.cpp index 3d45d9a7..97ceb846 100644 --- a/dGame/dBehaviors/BasicAttackBehavior.cpp +++ b/dGame/dBehaviors/BasicAttackBehavior.cpp @@ -222,7 +222,7 @@ void BasicAttackBehavior::DoBehaviorCalculation(BehaviorContext* context, RakNet if (healthDamageDealt >= 1) { successState = eBasicAttackSuccessTypes::SUCCESS; } else if (armorDamageDealt >= 1) { - successState = this->m_OnFailArmor->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR; + successState = this->m_OnFailArmor->m_templateId == BehaviorTemplate::EMPTY ? eBasicAttackSuccessTypes::FAILIMMUNE : eBasicAttackSuccessTypes::FAILARMOR; } bitStream.Write(armorDamageDealt); diff --git a/dGame/dBehaviors/Behavior.cpp b/dGame/dBehaviors/Behavior.cpp index ce1ee053..4d57a9df 100644 --- a/dGame/dBehaviors/Behavior.cpp +++ b/dGame/dBehaviors/Behavior.cpp @@ -5,7 +5,7 @@ #include "CDActivitiesTable.h" #include "Game.h" #include "Logger.h" -#include "BehaviorTemplates.h" +#include "BehaviorTemplate.h" #include "BehaviorBranchContext.h" #include @@ -110,176 +110,176 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) { Behavior* behavior = nullptr; switch (templateId) { - case BehaviorTemplates::BEHAVIOR_EMPTY: break; - case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK: + case BehaviorTemplate::EMPTY: break; + case BehaviorTemplate::BASIC_ATTACK: behavior = new BasicAttackBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_TAC_ARC: + case BehaviorTemplate::TAC_ARC: behavior = new TacArcBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_AND: + case BehaviorTemplate::AND: behavior = new AndBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK: + case BehaviorTemplate::PROJECTILE_ATTACK: behavior = new ProjectileAttackBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_HEAL: + case BehaviorTemplate::HEAL: behavior = new HealBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH: + case BehaviorTemplate::MOVEMENT_SWITCH: behavior = new MovementSwitchBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT: + case BehaviorTemplate::AREA_OF_EFFECT: behavior = new AreaOfEffectBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT: + case BehaviorTemplate::PLAY_EFFECT: behavior = new PlayEffectBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_IMMUNITY: + case BehaviorTemplate::IMMUNITY: behavior = new ImmunityBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break; - case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION: + case BehaviorTemplate::DAMAGE_BUFF: break; + case BehaviorTemplate::DAMAGE_ABSORBTION: behavior = new DamageAbsorptionBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_OVER_TIME: + case BehaviorTemplate::OVER_TIME: behavior = new OverTimeBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_IMAGINATION: + case BehaviorTemplate::IMAGINATION: behavior = new ImaginationBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_TARGET_CASTER: + case BehaviorTemplate::TARGET_CASTER: behavior = new TargetCasterBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_STUN: + case BehaviorTemplate::STUN: behavior = new StunBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_DURATION: + case BehaviorTemplate::DURATION: behavior = new DurationBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_KNOCKBACK: + case BehaviorTemplate::KNOCKBACK: behavior = new KnockbackBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY: + case BehaviorTemplate::ATTACK_DELAY: behavior = new AttackDelayBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_CAR_BOOST: + case BehaviorTemplate::CAR_BOOST: behavior = new CarBoostBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_FALL_SPEED: + case BehaviorTemplate::FALL_SPEED: behavior = new FallSpeedBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_SHIELD: break; - case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR: + case BehaviorTemplate::SHIELD: break; + case BehaviorTemplate::REPAIR_ARMOR: behavior = new RepairBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_SPEED: + case BehaviorTemplate::SPEED: behavior = new SpeedBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION: + case BehaviorTemplate::DARK_INSPIRATION: behavior = new DarkInspirationBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_LOOT_BUFF: + case BehaviorTemplate::LOOT_BUFF: behavior = new LootBuffBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_VENTURE_VISION: + case BehaviorTemplate::VENTURE_VISION: behavior = new VentureVisionBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT: + case BehaviorTemplate::SPAWN_OBJECT: behavior = new SpawnBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break; - case BehaviorTemplates::BEHAVIOR_SWITCH: + case BehaviorTemplate::LAY_BRICK: break; + case BehaviorTemplate::SWITCH: behavior = new SwitchBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_BUFF: + case BehaviorTemplate::BUFF: behavior = new BuffBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_JETPACK: + case BehaviorTemplate::JETPACK: behavior = new JetPackBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_SKILL_EVENT: + case BehaviorTemplate::SKILL_EVENT: behavior = new SkillEventBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM: + case BehaviorTemplate::CONSUME_ITEM: behavior = new ConsumeItemBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED: + case BehaviorTemplate::SKILL_CAST_FAILED: behavior = new SkillCastFailedBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break; - case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS: + case BehaviorTemplate::IMITATION_SKUNK_STINK: break; + case BehaviorTemplate::CHANGE_IDLE_FLAGS: behavior = new ChangeIdleFlagsBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_APPLY_BUFF: + case BehaviorTemplate::APPLY_BUFF: behavior = new ApplyBuffBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_CHAIN: + case BehaviorTemplate::CHAIN: behavior = new ChainBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION: + case BehaviorTemplate::CHANGE_ORIENTATION: behavior = new ChangeOrientationBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT: + case BehaviorTemplate::FORCE_MOVEMENT: behavior = new ForceMovementBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_INTERRUPT: + case BehaviorTemplate::INTERRUPT: behavior = new InterruptBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break; - case BehaviorTemplates::BEHAVIOR_CHARGE_UP: + case BehaviorTemplate::ALTER_COOLDOWN: break; + case BehaviorTemplate::CHARGE_UP: behavior = new ChargeUpBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE: + case BehaviorTemplate::SWITCH_MULTIPLE: behavior = new SwitchMultipleBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_START: + case BehaviorTemplate::START: behavior = new StartBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_END: + case BehaviorTemplate::END: behavior = new EndBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break; - case BehaviorTemplates::BEHAVIOR_CAMERA: break; - case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF: + case BehaviorTemplate::ALTER_CHAIN_DELAY: break; + case BehaviorTemplate::CAMERA: break; + case BehaviorTemplate::REMOVE_BUFF: behavior = new RemoveBuffBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_GRAB: break; - case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break; - case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL: + case BehaviorTemplate::GRAB: break; + case BehaviorTemplate::MODULAR_BUILD: break; + case BehaviorTemplate::NPC_COMBAT_SKILL: behavior = new NpcCombatSkillBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_BLOCK: + case BehaviorTemplate::BLOCK: behavior = new BlockBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_VERIFY: + case BehaviorTemplate::VERIFY: behavior = new VerifyBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_TAUNT: + case BehaviorTemplate::TAUNT: behavior = new TauntBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT: + case BehaviorTemplate::AIR_MOVEMENT: behavior = new AirMovementBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD: + case BehaviorTemplate::SPAWN_QUICKBUILD: behavior = new SpawnBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT: + case BehaviorTemplate::PULL_TO_POINT: behavior = new PullToPointBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break; - case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION: + case BehaviorTemplate::PROPERTY_ROTATE: break; + case BehaviorTemplate::DAMAGE_REDUCTION: behavior = new DamageReductionBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT: + case BehaviorTemplate::PROPERTY_TELEPORT: behavior = new PropertyTeleportBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET: + case BehaviorTemplate::PROPERTY_CLEAR_TARGET: behavior = new ClearTargetBehavior(behaviorId); break; - case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break; - case BehaviorTemplates::BEHAVIOR_MOUNT: break; - case BehaviorTemplates::BEHAVIOR_SKILL_SET: break; + case BehaviorTemplate::TAKE_PICTURE: break; + case BehaviorTemplate::MOUNT: break; + case BehaviorTemplate::SKILL_SET: break; default: //LOG("Failed to load behavior with invalid template id (%i)!", templateId); break; @@ -296,19 +296,19 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) { return behavior; } -BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) { +BehaviorTemplate Behavior::GetBehaviorTemplate(const uint32_t behaviorId) { auto behaviorTemplateTable = CDClientManager::GetTable(); - BehaviorTemplates templateID = BehaviorTemplates::BEHAVIOR_EMPTY; + BehaviorTemplate templateID = BehaviorTemplate::EMPTY; // Find behavior template by its behavior id. Default to 0. if (behaviorTemplateTable) { auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId); if (templateEntry.behaviorID == behaviorId) { - templateID = static_cast(templateEntry.templateID); + templateID = static_cast(templateEntry.templateID); } } - if (templateID == BehaviorTemplates::BEHAVIOR_EMPTY && behaviorId != 0) { + if (templateID == BehaviorTemplate::EMPTY && behaviorId != 0) { LOG("Failed to load behavior template with id (%i)!", behaviorId); } @@ -419,7 +419,7 @@ Behavior::Behavior(const uint32_t behaviorId) { if (behaviorId == 0) { this->m_effectId = 0; - this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY; + this->m_templateId = BehaviorTemplate::EMPTY; } // Make sure we do not proceed if we are trying to load an invalid behavior @@ -427,12 +427,12 @@ Behavior::Behavior(const uint32_t behaviorId) { LOG("Failed to load behavior with id (%i)!", behaviorId); this->m_effectId = 0; - this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY; + this->m_templateId = BehaviorTemplate::EMPTY; return; } - this->m_templateId = static_cast(templateInDatabase.templateID); + this->m_templateId = static_cast(templateInDatabase.templateID); this->m_effectId = templateInDatabase.effectID; diff --git a/dGame/dBehaviors/Behavior.h b/dGame/dBehaviors/Behavior.h index e395701a..f9867ffe 100644 --- a/dGame/dBehaviors/Behavior.h +++ b/dGame/dBehaviors/Behavior.h @@ -6,7 +6,7 @@ #include #include "BitStream.h" -#include "BehaviorTemplates.h" +#include "BehaviorTemplate.h" #include "dCommonVars.h" struct BehaviorContext; @@ -26,7 +26,7 @@ public: static Behavior* CreateBehavior(uint32_t behaviorId); - static BehaviorTemplates GetBehaviorTemplate(uint32_t behaviorId); + static BehaviorTemplate GetBehaviorTemplate(uint32_t behaviorId); /* * Utilities @@ -39,7 +39,7 @@ public: */ uint32_t m_behaviorId; - BehaviorTemplates m_templateId; + BehaviorTemplate m_templateId; uint32_t m_effectId; std::string m_effectHandle; std::unordered_map m_effectNames; diff --git a/dGame/dBehaviors/BehaviorTemplate.h b/dGame/dBehaviors/BehaviorTemplate.h new file mode 100644 index 00000000..175dce50 --- /dev/null +++ b/dGame/dBehaviors/BehaviorTemplate.h @@ -0,0 +1,70 @@ +#pragma once + +enum class BehaviorTemplate : unsigned int { + EMPTY, // Not a real behavior, indicates invalid behaviors + BASIC_ATTACK, + TAC_ARC, + AND, + PROJECTILE_ATTACK, + HEAL, + MOVEMENT_SWITCH, + AREA_OF_EFFECT, + PLAY_EFFECT, + IMMUNITY, + DAMAGE_BUFF, + DAMAGE_ABSORBTION, + OVER_TIME, + IMAGINATION, + TARGET_CASTER, + STUN, + DURATION, + KNOCKBACK, + ATTACK_DELAY, + CAR_BOOST, + FALL_SPEED, + SHIELD, + REPAIR_ARMOR, + SPEED, + DARK_INSPIRATION, + LOOT_BUFF, + VENTURE_VISION, + SPAWN_OBJECT, + LAY_BRICK, + SWITCH, + BUFF, + JETPACK, + SKILL_EVENT, + CONSUME_ITEM, + SKILL_CAST_FAILED, + IMITATION_SKUNK_STINK, + CHANGE_IDLE_FLAGS, + APPLY_BUFF, + CHAIN, + CHANGE_ORIENTATION, + FORCE_MOVEMENT, + INTERRUPT, + ALTER_COOLDOWN, + CHARGE_UP, + SWITCH_MULTIPLE, + START, + END, + ALTER_CHAIN_DELAY, + CAMERA, + REMOVE_BUFF, + GRAB, + MODULAR_BUILD, + NPC_COMBAT_SKILL, + BLOCK, + VERIFY, + TAUNT, + AIR_MOVEMENT, + SPAWN_QUICKBUILD, + PULL_TO_POINT, + PROPERTY_ROTATE, + DAMAGE_REDUCTION, + PROPERTY_TELEPORT, + PROPERTY_CLEAR_TARGET, + TAKE_PICTURE, + MOUNT, + SKILL_SET +}; diff --git a/dGame/dBehaviors/BehaviorTemplates.cpp b/dGame/dBehaviors/BehaviorTemplates.cpp deleted file mode 100644 index 8719fbe7..00000000 --- a/dGame/dBehaviors/BehaviorTemplates.cpp +++ /dev/null @@ -1 +0,0 @@ -#include "BehaviorTemplates.h" diff --git a/dGame/dBehaviors/BehaviorTemplates.h b/dGame/dBehaviors/BehaviorTemplates.h deleted file mode 100644 index 87cde694..00000000 --- a/dGame/dBehaviors/BehaviorTemplates.h +++ /dev/null @@ -1,70 +0,0 @@ -#pragma once - -enum class BehaviorTemplates : unsigned int { - BEHAVIOR_EMPTY, // Not a real behavior, indicates invalid behaviors - BEHAVIOR_BASIC_ATTACK, - BEHAVIOR_TAC_ARC, - BEHAVIOR_AND, - BEHAVIOR_PROJECTILE_ATTACK, - BEHAVIOR_HEAL, - BEHAVIOR_MOVEMENT_SWITCH, - BEHAVIOR_AREA_OF_EFFECT, - BEHAVIOR_PLAY_EFFECT, - BEHAVIOR_IMMUNITY, - BEHAVIOR_DAMAGE_BUFF, - BEHAVIOR_DAMAGE_ABSORBTION, - BEHAVIOR_OVER_TIME, - BEHAVIOR_IMAGINATION, - BEHAVIOR_TARGET_CASTER, - BEHAVIOR_STUN, - BEHAVIOR_DURATION, - BEHAVIOR_KNOCKBACK, - BEHAVIOR_ATTACK_DELAY, - BEHAVIOR_CAR_BOOST, - BEHAVIOR_FALL_SPEED, - BEHAVIOR_SHIELD, - BEHAVIOR_REPAIR_ARMOR, - BEHAVIOR_SPEED, - BEHAVIOR_DARK_INSPIRATION, - BEHAVIOR_LOOT_BUFF, - BEHAVIOR_VENTURE_VISION, - BEHAVIOR_SPAWN_OBJECT, - BEHAVIOR_LAY_BRICK, - BEHAVIOR_SWITCH, - BEHAVIOR_BUFF, - BEHAVIOR_JETPACK, - BEHAVIOR_SKILL_EVENT, - BEHAVIOR_CONSUME_ITEM, - BEHAVIOR_SKILL_CAST_FAILED, - BEHAVIOR_IMITATION_SKUNK_STINK, - BEHAVIOR_CHANGE_IDLE_FLAGS, - BEHAVIOR_APPLY_BUFF, - BEHAVIOR_CHAIN, - BEHAVIOR_CHANGE_ORIENTATION, - BEHAVIOR_FORCE_MOVEMENT, - BEHAVIOR_INTERRUPT, - BEHAVIOR_ALTER_COOLDOWN, - BEHAVIOR_CHARGE_UP, - BEHAVIOR_SWITCH_MULTIPLE, - BEHAVIOR_START, - BEHAVIOR_END, - BEHAVIOR_ALTER_CHAIN_DELAY, - BEHAVIOR_CAMERA, - BEHAVIOR_REMOVE_BUFF, - BEHAVIOR_GRAB, - BEHAVIOR_MODULAR_BUILD, - BEHAVIOR_NPC_COMBAT_SKILL, - BEHAVIOR_BLOCK, - BEHAVIOR_VERIFY, - BEHAVIOR_TAUNT, - BEHAVIOR_AIR_MOVEMENT, - BEHAVIOR_SPAWN_QUICKBUILD, - BEHAVIOR_PULL_TO_POINT, - BEHAVIOR_PROPERTY_ROTATE, - BEHAVIOR_DAMAGE_REDUCTION, - BEHAVIOR_PROPERTY_TELEPORT, - BEHAVIOR_PROPERTY_CLEAR_TARGET, - BEHAVIOR_TAKE_PICTURE, - BEHAVIOR_MOUNT, - BEHAVIOR_SKILL_SET -}; diff --git a/dGame/dBehaviors/CMakeLists.txt b/dGame/dBehaviors/CMakeLists.txt index f00ba7e2..35d8cae6 100644 --- a/dGame/dBehaviors/CMakeLists.txt +++ b/dGame/dBehaviors/CMakeLists.txt @@ -7,7 +7,6 @@ set(DGAME_DBEHAVIORS_SOURCES "AirMovementBehavior.cpp" "Behavior.cpp" "BehaviorBranchContext.cpp" "BehaviorContext.cpp" - "BehaviorTemplates.cpp" "BlockBehavior.cpp" "BuffBehavior.cpp" "CarBoostBehavior.cpp" diff --git a/dGame/dBehaviors/ForceMovementBehavior.cpp b/dGame/dBehaviors/ForceMovementBehavior.cpp index 83c6fabc..04dad715 100644 --- a/dGame/dBehaviors/ForceMovementBehavior.cpp +++ b/dGame/dBehaviors/ForceMovementBehavior.cpp @@ -7,7 +7,7 @@ #include "Logger.h" void ForceMovementBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) { - if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) { + if (this->m_hitAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplate::EMPTY) { return; } @@ -38,7 +38,7 @@ void ForceMovementBehavior::Sync(BehaviorContext* context, RakNet::BitStream& bi } void ForceMovementBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) { - if (this->m_hitAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) { + if (this->m_hitAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitEnemyAction->m_templateId == BehaviorTemplate::EMPTY && this->m_hitFactionAction->m_templateId == BehaviorTemplate::EMPTY) { return; } diff --git a/dGame/dBehaviors/MovementSwitchBehavior.cpp b/dGame/dBehaviors/MovementSwitchBehavior.cpp index cc2d7b34..7d7d3a17 100644 --- a/dGame/dBehaviors/MovementSwitchBehavior.cpp +++ b/dGame/dBehaviors/MovementSwitchBehavior.cpp @@ -6,13 +6,13 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) { uint32_t movementType{}; if (!bitStream.Read(movementType)) { - if (this->m_groundAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && - this->m_jumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && - this->m_fallingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && - this->m_doubleJumpAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && - this->m_airAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && - this->m_jetpackAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY && - this->m_movingAction->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) { + if (this->m_groundAction->m_templateId == BehaviorTemplate::EMPTY && + this->m_jumpAction->m_templateId == BehaviorTemplate::EMPTY && + this->m_fallingAction->m_templateId == BehaviorTemplate::EMPTY && + this->m_doubleJumpAction->m_templateId == BehaviorTemplate::EMPTY && + this->m_airAction->m_templateId == BehaviorTemplate::EMPTY && + this->m_jetpackAction->m_templateId == BehaviorTemplate::EMPTY && + this->m_movingAction->m_templateId == BehaviorTemplate::EMPTY) { return; } LOG("Unable to read movementType from bitStream, aborting Handle! %i", bitStream.GetNumberOfUnreadBits()); @@ -47,7 +47,7 @@ void MovementSwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream& Behavior* MovementSwitchBehavior::LoadMovementType(std::string movementType) { float actionValue = GetFloat(movementType, -1.0f); auto loadedBehavior = GetAction(actionValue != -1.0f ? actionValue : 0.0f); - if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplates::BEHAVIOR_EMPTY) { + if (actionValue == -1.0f && loadedBehavior->m_templateId == BehaviorTemplate::EMPTY) { loadedBehavior = this->m_groundAction; } return loadedBehavior;