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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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@@ -1,16 +1,10 @@
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#include "RearrangeStripMessage.h"
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RearrangeStripMessage::RearrangeStripMessage(AMFArrayValue* arguments) {
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auto* srcActionIndexValue = arguments->FindValue<AMFDoubleValue>("srcActionIndex");
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srcActionIndex = static_cast<uint32_t>(srcActionIndexValue->GetDoubleValue());
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RearrangeStripMessage::RearrangeStripMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
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actionContext = ActionContext(arguments);
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srcActionIndex = GetActionIndexFromArgument(arguments, "srcActionIndex");
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stripID = GetStripIDFromArgument(arguments);
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dstActionIndex = GetActionIndexFromArgument(arguments, "dstActionIndex");
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behaviorID = GetBehaviorIDFromArgument(arguments);
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auto* dstActionIndexValue = arguments->FindValue<AMFDoubleValue>("dstActionIndex");
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dstActionIndex = static_cast<uint32_t>(dstActionIndexValue->GetDoubleValue());
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stateID = GetBehaviorStateFromArgument(arguments);
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Game::logger->LogDebug("RearrangeStripMessage", "srcAcnNdx %i dstAcnNdx %i stpId %i bhId %i sttId %i", srcActionIndex, dstActionIndex, stripID, behaviorID, stateID);
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Game::logger->LogDebug("RearrangeStripMessage", "srcactionIndex %i dstactionIndex %i stripId %i behaviorId %i stateId %i", srcActionIndex, dstActionIndex, actionContext.GetStripId(), behaviorId, actionContext.GetStateId());
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}
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