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