Rename some variables in Component

And add more virtuals
This commit is contained in:
David Markowitz
2023-06-06 18:59:53 -07:00
parent b589755655
commit 716a5fcf37
54 changed files with 602 additions and 580 deletions

View File

@@ -47,11 +47,11 @@ void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, ModelComponent* mode
// args.InsertValue("behaviorID", behaviorIDString);
// AMFStringValue* objectIDAsString = new AMFStringValue();
// objectIDAsString->SetValue(std::to_string(modelComponent->GetParent()->GetObjectID()));
// objectIDAsString->SetValue(std::to_string(modelComponent->GetOwningEntity()->GetObjectID()));
// args.InsertValue("objectID", objectIDAsString);
// GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorID", &args);
// ControlBehaviors::SendBehaviorListToClient(modelComponent->GetParent(), sysAddr, modelOwner);
// ControlBehaviors::SendBehaviorListToClient(modelComponent->GetOwningEntity(), sysAddr, modelOwner);
// });
// }
}
@@ -74,7 +74,7 @@ void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const Syste
*/
behaviorsToSerialize.Insert("behaviors");
behaviorsToSerialize.Insert("objectID", std::to_string(modelComponent->GetParent()->GetObjectID()));
behaviorsToSerialize.Insert("objectID", std::to_string(modelComponent->GetOwningEntity()->GetObjectID()));
GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", behaviorsToSerialize);
}
@@ -197,7 +197,7 @@ void ControlBehaviors::SendBehaviorBlocksToClient(ModelComponent* modelComponent
// uiArray->InsertValue("x", xPosition);
// thisStrip->InsertValue("ui", uiArray);
// targetObjectID = modelComponent->GetParent()->GetObjectID();
// targetObjectID = modelComponent->GetOwningEntity()->GetObjectID();
// behaviorID = modelBehavior->GetBehaviorID();
// AMFArrayValue* stripSerialize = new AMFArrayValue();
@@ -276,7 +276,7 @@ void ControlBehaviors::MoveToInventory(ModelComponent* modelComponent, const Sys
MoveToInventoryMessage moveToInventoryMessage(arguments);
SendBehaviorListToClient(modelComponent->GetParent(), sysAddr, modelOwner);
SendBehaviorListToClient(modelComponent->GetOwningEntity(), sysAddr, modelOwner);
}
void ControlBehaviors::ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner) {