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Further implement Property Behavior parsing (#936)
Further implements the ControlBehavior processing and adds preparations for cheat detection
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#include "MigrateActionsMessage.h"
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MigrateActionsMessage::MigrateActionsMessage(AMFArrayValue* arguments) {
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auto* srcActionIndexAmf = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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if (!srcActionIndexAmf) return;
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srcActionIndex = static_cast<uint32_t>(srcActionIndexAmf->GetDoubleValue());
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srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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auto* dstActionIndexAmf = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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if (!dstActionIndexAmf) return;
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dstActionIndex = static_cast<uint32_t>(dstActionIndexAmf->GetDoubleValue());
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dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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behaviorID = GetBehaviorIDFromArgument(arguments);
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Game::logger->LogDebug("MigrateActionsMessage", "srcAcnNdx %i dstAcnNdx %i srcStpId %i dstStpId %i srcSttId %i dstSttId %i bhid %i", srcActionIndex, dstActionIndex, srcStripID, dstStripID, srcStateID, dstStateID, behaviorID);
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}
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