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