mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +00:00
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.
This commit is contained in:
@@ -5,7 +5,7 @@
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#include "CDActivitiesTable.h"
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#include "Game.h"
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#include "Logger.h"
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#include "BehaviorTemplates.h"
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#include "BehaviorTemplate.h"
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#include "BehaviorBranchContext.h"
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#include <unordered_map>
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@@ -110,176 +110,176 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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Behavior* behavior = nullptr;
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switch (templateId) {
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case BehaviorTemplates::BEHAVIOR_EMPTY: break;
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case BehaviorTemplates::BEHAVIOR_BASIC_ATTACK:
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case BehaviorTemplate::EMPTY: break;
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case BehaviorTemplate::BASIC_ATTACK:
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behavior = new BasicAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAC_ARC:
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case BehaviorTemplate::TAC_ARC:
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behavior = new TacArcBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AND:
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case BehaviorTemplate::AND:
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behavior = new AndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROJECTILE_ATTACK:
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case BehaviorTemplate::PROJECTILE_ATTACK:
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behavior = new ProjectileAttackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_HEAL:
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case BehaviorTemplate::HEAL:
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behavior = new HealBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_MOVEMENT_SWITCH:
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case BehaviorTemplate::MOVEMENT_SWITCH:
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behavior = new MovementSwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AREA_OF_EFFECT:
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case BehaviorTemplate::AREA_OF_EFFECT:
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behavior = new AreaOfEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PLAY_EFFECT:
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case BehaviorTemplate::PLAY_EFFECT:
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behavior = new PlayEffectBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMMUNITY:
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case BehaviorTemplate::IMMUNITY:
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behavior = new ImmunityBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_BUFF: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_ABSORBTION:
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case BehaviorTemplate::DAMAGE_BUFF: break;
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case BehaviorTemplate::DAMAGE_ABSORBTION:
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behavior = new DamageAbsorptionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_OVER_TIME:
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case BehaviorTemplate::OVER_TIME:
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behavior = new OverTimeBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMAGINATION:
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case BehaviorTemplate::IMAGINATION:
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behavior = new ImaginationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TARGET_CASTER:
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case BehaviorTemplate::TARGET_CASTER:
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behavior = new TargetCasterBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_STUN:
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case BehaviorTemplate::STUN:
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behavior = new StunBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DURATION:
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case BehaviorTemplate::DURATION:
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behavior = new DurationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_KNOCKBACK:
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case BehaviorTemplate::KNOCKBACK:
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behavior = new KnockbackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ATTACK_DELAY:
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case BehaviorTemplate::ATTACK_DELAY:
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behavior = new AttackDelayBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CAR_BOOST:
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case BehaviorTemplate::CAR_BOOST:
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behavior = new CarBoostBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FALL_SPEED:
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case BehaviorTemplate::FALL_SPEED:
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behavior = new FallSpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SHIELD: break;
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case BehaviorTemplates::BEHAVIOR_REPAIR_ARMOR:
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case BehaviorTemplate::SHIELD: break;
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case BehaviorTemplate::REPAIR_ARMOR:
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behavior = new RepairBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPEED:
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case BehaviorTemplate::SPEED:
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behavior = new SpeedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_DARK_INSPIRATION:
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case BehaviorTemplate::DARK_INSPIRATION:
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behavior = new DarkInspirationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_LOOT_BUFF:
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case BehaviorTemplate::LOOT_BUFF:
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behavior = new LootBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_VENTURE_VISION:
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case BehaviorTemplate::VENTURE_VISION:
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behavior = new VentureVisionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_OBJECT:
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case BehaviorTemplate::SPAWN_OBJECT:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_LAY_BRICK: break;
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case BehaviorTemplates::BEHAVIOR_SWITCH:
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case BehaviorTemplate::LAY_BRICK: break;
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case BehaviorTemplate::SWITCH:
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behavior = new SwitchBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BUFF:
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case BehaviorTemplate::BUFF:
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behavior = new BuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_JETPACK:
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case BehaviorTemplate::JETPACK:
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behavior = new JetPackBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SKILL_EVENT:
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case BehaviorTemplate::SKILL_EVENT:
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behavior = new SkillEventBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CONSUME_ITEM:
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case BehaviorTemplate::CONSUME_ITEM:
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behavior = new ConsumeItemBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SKILL_CAST_FAILED:
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case BehaviorTemplate::SKILL_CAST_FAILED:
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behavior = new SkillCastFailedBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_IMITATION_SKUNK_STINK: break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_IDLE_FLAGS:
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case BehaviorTemplate::IMITATION_SKUNK_STINK: break;
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case BehaviorTemplate::CHANGE_IDLE_FLAGS:
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behavior = new ChangeIdleFlagsBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_APPLY_BUFF:
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case BehaviorTemplate::APPLY_BUFF:
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behavior = new ApplyBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHAIN:
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case BehaviorTemplate::CHAIN:
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behavior = new ChainBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_CHANGE_ORIENTATION:
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case BehaviorTemplate::CHANGE_ORIENTATION:
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behavior = new ChangeOrientationBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_FORCE_MOVEMENT:
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case BehaviorTemplate::FORCE_MOVEMENT:
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behavior = new ForceMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_INTERRUPT:
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case BehaviorTemplate::INTERRUPT:
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behavior = new InterruptBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_COOLDOWN: break;
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case BehaviorTemplates::BEHAVIOR_CHARGE_UP:
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case BehaviorTemplate::ALTER_COOLDOWN: break;
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case BehaviorTemplate::CHARGE_UP:
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behavior = new ChargeUpBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SWITCH_MULTIPLE:
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case BehaviorTemplate::SWITCH_MULTIPLE:
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behavior = new SwitchMultipleBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_START:
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case BehaviorTemplate::START:
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behavior = new StartBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_END:
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case BehaviorTemplate::END:
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behavior = new EndBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_ALTER_CHAIN_DELAY: break;
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case BehaviorTemplates::BEHAVIOR_CAMERA: break;
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case BehaviorTemplates::BEHAVIOR_REMOVE_BUFF:
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case BehaviorTemplate::ALTER_CHAIN_DELAY: break;
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case BehaviorTemplate::CAMERA: break;
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case BehaviorTemplate::REMOVE_BUFF:
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behavior = new RemoveBuffBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_GRAB: break;
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case BehaviorTemplates::BEHAVIOR_MODULAR_BUILD: break;
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case BehaviorTemplates::BEHAVIOR_NPC_COMBAT_SKILL:
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case BehaviorTemplate::GRAB: break;
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case BehaviorTemplate::MODULAR_BUILD: break;
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case BehaviorTemplate::NPC_COMBAT_SKILL:
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behavior = new NpcCombatSkillBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_BLOCK:
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case BehaviorTemplate::BLOCK:
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behavior = new BlockBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_VERIFY:
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case BehaviorTemplate::VERIFY:
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behavior = new VerifyBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAUNT:
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case BehaviorTemplate::TAUNT:
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behavior = new TauntBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_AIR_MOVEMENT:
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case BehaviorTemplate::AIR_MOVEMENT:
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behavior = new AirMovementBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_SPAWN_QUICKBUILD:
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case BehaviorTemplate::SPAWN_QUICKBUILD:
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behavior = new SpawnBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PULL_TO_POINT:
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case BehaviorTemplate::PULL_TO_POINT:
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behavior = new PullToPointBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_ROTATE: break;
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case BehaviorTemplates::BEHAVIOR_DAMAGE_REDUCTION:
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case BehaviorTemplate::PROPERTY_ROTATE: break;
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case BehaviorTemplate::DAMAGE_REDUCTION:
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behavior = new DamageReductionBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_TELEPORT:
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case BehaviorTemplate::PROPERTY_TELEPORT:
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behavior = new PropertyTeleportBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_PROPERTY_CLEAR_TARGET:
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case BehaviorTemplate::PROPERTY_CLEAR_TARGET:
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behavior = new ClearTargetBehavior(behaviorId);
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break;
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case BehaviorTemplates::BEHAVIOR_TAKE_PICTURE: break;
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case BehaviorTemplates::BEHAVIOR_MOUNT: break;
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case BehaviorTemplates::BEHAVIOR_SKILL_SET: break;
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case BehaviorTemplate::TAKE_PICTURE: break;
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case BehaviorTemplate::MOUNT: break;
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case BehaviorTemplate::SKILL_SET: break;
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default:
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//LOG("Failed to load behavior with invalid template id (%i)!", templateId);
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break;
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@@ -296,19 +296,19 @@ Behavior* Behavior::CreateBehavior(const uint32_t behaviorId) {
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return behavior;
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}
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BehaviorTemplates Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
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BehaviorTemplate Behavior::GetBehaviorTemplate(const uint32_t behaviorId) {
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auto behaviorTemplateTable = CDClientManager::GetTable<CDBehaviorTemplateTable>();
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BehaviorTemplates templateID = BehaviorTemplates::BEHAVIOR_EMPTY;
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BehaviorTemplate templateID = BehaviorTemplate::EMPTY;
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// Find behavior template by its behavior id. Default to 0.
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if (behaviorTemplateTable) {
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auto templateEntry = behaviorTemplateTable->GetByBehaviorID(behaviorId);
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if (templateEntry.behaviorID == behaviorId) {
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templateID = static_cast<BehaviorTemplates>(templateEntry.templateID);
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templateID = static_cast<BehaviorTemplate>(templateEntry.templateID);
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}
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}
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if (templateID == BehaviorTemplates::BEHAVIOR_EMPTY && behaviorId != 0) {
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if (templateID == BehaviorTemplate::EMPTY && behaviorId != 0) {
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LOG("Failed to load behavior template with id (%i)!", behaviorId);
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}
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@@ -419,7 +419,7 @@ Behavior::Behavior(const uint32_t behaviorId) {
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if (behaviorId == 0) {
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this->m_effectId = 0;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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this->m_templateId = BehaviorTemplate::EMPTY;
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}
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// Make sure we do not proceed if we are trying to load an invalid behavior
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@@ -427,12 +427,12 @@ Behavior::Behavior(const uint32_t behaviorId) {
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LOG("Failed to load behavior with id (%i)!", behaviorId);
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this->m_effectId = 0;
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this->m_templateId = BehaviorTemplates::BEHAVIOR_EMPTY;
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this->m_templateId = BehaviorTemplate::EMPTY;
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return;
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}
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this->m_templateId = static_cast<BehaviorTemplates>(templateInDatabase.templateID);
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this->m_templateId = static_cast<BehaviorTemplate>(templateInDatabase.templateID);
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this->m_effectId = templateInDatabase.effectID;
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