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Make ControlBehavior messages far more modular (#991)
* Make case consistent * How modular can you go? Holy modular * Add comments * Initialize values
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@@ -1,20 +1,11 @@
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#include "MergeStripsMessage.h"
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MergeStripsMessage::MergeStripsMessage(AMFArrayValue* arguments) {
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srcStripID = GetStripIDFromArgument(arguments, "srcStripID");
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MergeStripsMessage::MergeStripsMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
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sourceActionContext = ActionContext(arguments, "srcStateID", "srcStripID");
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dstStateID = GetBehaviorStateFromArgument(arguments, "dstStateID");
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destinationActionContext = ActionContext(arguments, "dstStateID", "dstStripID");
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dstActionIndex = GetActionIndexFromArgument(arguments, "dstActionIndex");
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srcStateID = GetBehaviorStateFromArgument(arguments, "srcStateID");
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auto* dstActionIndexValue = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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if (!dstActionIndexValue) return;
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dstActionIndex = static_cast<uint32_t>(dstActionIndexValue->GetDoubleValue());
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dstStripID = GetStripIDFromArgument(arguments, "dstStripID");
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behaviorID = GetBehaviorIDFromArgument(arguments);
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Game::logger->LogDebug("MergeStripsMessage", "srcStpId %i dstStpId %i srcSttId %i dstSttId %i dstAcnNdx %i bhId %i", srcStripID, dstStripID, srcStateID, dstStateID, dstActionIndex, behaviorID);
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Game::logger->LogDebug("MergeStripsMessage", "srcstripId %i dststripId %i srcstateId %i dststateId %i dstactionIndex %i behaviorId %i", sourceActionContext.GetStripId(), destinationActionContext.GetStripId(), sourceActionContext.GetStateId(), destinationActionContext.GetStateId(), dstActionIndex, behaviorId);
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}
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