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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 +1,26 @@
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#ifndef __UPDATEACTIONMESSAGE__H__
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#define __UPDATEACTIONMESSAGE__H__
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#include "Action.h"
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#include "ActionContext.h"
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#include "BehaviorMessageBase.h"
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class AMFArrayValue;
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/**
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* @brief Sent when a player updates the value in an Action
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*
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*/
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class UpdateActionMessage : public BehaviorMessageBase {
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public:
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UpdateActionMessage(AMFArrayValue* arguments);
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const std::string& GetType() { return type; };
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const std::string& GetValueParameterName() { return valueParameterName; };
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const std::string& GetValueParameterString() { return valueParameterString; };
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const double GetValueParameterDouble() { return valueParameterDouble; };
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const uint32_t GetBehaviorID() { return behaviorID; };
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const uint32_t GetActionIndex() { return actionIndex; };
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const StripId GetStripID() { return stripID; };
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const BehaviorState GetStateID() { return stateID; };
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ActionContext GetActionContext() { return actionContext; };
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Action GetAction() { return action; };
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private:
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std::string type;
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std::string valueParameterName;
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std::string valueParameterString;
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double valueParameterDouble;
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uint32_t behaviorID;
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uint32_t actionIndex;
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StripId stripID;
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BehaviorState stateID;
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};
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ActionContext actionContext;
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Action action;
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};
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#endif //!__UPDATEACTIONMESSAGE__H__
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