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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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@@ -1,30 +1,28 @@
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#ifndef __SPLITSTRIPMESSAGE__H__
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#define __SPLITSTRIPMESSAGE__H__
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#include "ActionContext.h"
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#include "BehaviorMessageBase.h"
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#include "StripUiPosition.h"
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class AMFArrayValue;
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/**
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* @brief Sent when a player takes an Action from Strip A and does not add it to an existing strip
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*
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*/
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class SplitStripMessage : public BehaviorMessageBase {
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public:
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SplitStripMessage(AMFArrayValue* arguments);
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ActionContext GetSourceActionContext() { return sourceActionContext; };
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ActionContext GetDestinationActionContext() { return destinationActionContext; };
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const uint32_t GetSrcActionIndex() { return srcActionIndex; };
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const StripId GetSrcStripId() { return srcStripId; };
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const BehaviorState GetSrcStateId() { return srcStateId; };
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const StripId GetDstStripId() { return dstStripId; };
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const BehaviorState GetDstStateId() { return dstStateId; };
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const double GetYPosition() { return yPosition; };
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const double GetXPosition() { return xPosition; };
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const uint32_t GetBehaviorId() { return behaviorId; };
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StripUiPosition GetPosition() { return destinationPosition; };
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private:
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ActionContext sourceActionContext;
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ActionContext destinationActionContext;
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uint32_t srcActionIndex;
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StripId srcStripId;
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BehaviorState srcStateId;
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StripId dstStripId;
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BehaviorState dstStateId;
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double yPosition;
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double xPosition;
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uint32_t behaviorId;
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StripUiPosition destinationPosition;
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};
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#endif //!__SPLITSTRIPMESSAGE__H__
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