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:
David Markowitz
2023-02-16 09:30:33 -08:00
committed by GitHub
parent 484488e47d
commit d138b7b878
38 changed files with 461 additions and 438 deletions

View File

@@ -1,15 +1,8 @@
#include "RemoveActionsMessage.h"
RemoveActionsMessage::RemoveActionsMessage(AMFArrayValue* arguments) {
behaviorID = GetBehaviorIDFromArgument(arguments);
RemoveActionsMessage::RemoveActionsMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
actionContext = ActionContext(arguments);
actionIndex = GetActionIndexFromArgument(arguments);
auto* actionIndexAmf = arguments->FindValue<AMFDoubleValue>("actionIndex");
if (!actionIndexAmf) return;
actionIndex = static_cast<uint32_t>(actionIndexAmf->GetDoubleValue());
stripID = GetStripIDFromArgument(arguments);
stateID = GetBehaviorStateFromArgument(arguments);
Game::logger->LogDebug("RemoveActionsMessage", "bhId %i acnNdx %i stpId %i sttId %i", behaviorID, actionIndex, stripID, stateID);
Game::logger->LogDebug("RemoveActionsMessage", "behaviorId %i actionIndex %i stripId %i stateId %i", behaviorId, actionIndex, actionContext.GetStripId(), actionContext.GetStateId());
}