mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-05 18:24:12 +00:00
Make ControlBehavior messages far more modular (#991)
* Make case consistent * How modular can you go? Holy modular * Add comments * Initialize values
This commit is contained in:
@@ -1,13 +1,11 @@
|
||||
#include "AddMessage.h"
|
||||
|
||||
AddMessage::AddMessage(AMFArrayValue* arguments) {
|
||||
behaviorId = GetBehaviorIDFromArgument(arguments);
|
||||
|
||||
AddMessage::AddMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
|
||||
behaviorIndex = 0;
|
||||
auto* behaviorIndexValue = arguments->FindValue<AMFDoubleValue>("BehaviorIndex");
|
||||
|
||||
if (!behaviorIndexValue) return;
|
||||
|
||||
behaviorIndex = static_cast<uint32_t>(behaviorIndexValue->GetDoubleValue());
|
||||
Game::logger->LogDebug("AddMessage", "bhId %i ndx %i", behaviorId, behaviorIndex);
|
||||
Game::logger->LogDebug("AddMessage", "behaviorId %i index %i", behaviorId, behaviorIndex);
|
||||
}
|
||||
|
Reference in New Issue
Block a user