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

@@ -1,11 +1,9 @@
#include "RenameMessage.h"
RenameMessage::RenameMessage(AMFArrayValue* arguments) {
behaviorID = GetBehaviorIDFromArgument(arguments);
RenameMessage::RenameMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
auto* nameAmf = arguments->FindValue<AMFStringValue>("Name");
if (!nameAmf) return;
name = nameAmf->GetStringValue();
Game::logger->LogDebug("RenameMessage", "bhId %i n %s", behaviorID, name.c_str());
Game::logger->LogDebug("RenameMessage", "behaviorId %i n %s", behaviorId, name.c_str());
}