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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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@@ -1,11 +1,9 @@
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#include "MoveToInventoryMessage.h"
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MoveToInventoryMessage::MoveToInventoryMessage(AMFArrayValue* arguments) {
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behaviorID = GetBehaviorIDFromArgument(arguments);
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MoveToInventoryMessage::MoveToInventoryMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
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auto* behaviorIndexValue = arguments->FindValue<AMFDoubleValue>("BehaviorIndex");
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if (!behaviorIndexValue) return;
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behaviorIndex = static_cast<uint32_t>(behaviorIndexValue->GetDoubleValue());
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Game::logger->LogDebug("MoveToInventoryMessage", "bhId %i bhNdx %i", behaviorID, behaviorIndex);
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Game::logger->LogDebug("MoveToInventoryMessage", "behaviorId %i behaviorIndex %i", behaviorId, behaviorIndex);
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}
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