mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-10 01:18:07 +00:00
holy mother of const
Use const everywhere that makes sense return const variables when it makes sense const functions and variables again, where it makes sense No raw access and modifications to protected members Move template definitions to tcc file idk how I feel about this one
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@@ -30,7 +30,7 @@
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#include "UpdateActionMessage.h"
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#include "UpdateStripUiMessage.h"
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void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, std::shared_ptr<ModelBehaviorComponent> modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) {
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void ControlBehaviors::RequestUpdatedID(int32_t behaviorID, ModelBehaviorComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr) {
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// auto behavior = modelComponent->FindBehavior(behaviorID);
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// if (behavior->GetBehaviorID() == -1 || behavior->GetShouldSetNewID()) {
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// ObjectIDManager::Instance()->RequestPersistentID(
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@@ -79,7 +79,7 @@ void ControlBehaviors::SendBehaviorListToClient(Entity* modelEntity, const Syste
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GameMessages::SendUIMessageServerToSingleClient(modelOwner, sysAddr, "UpdateBehaviorList", behaviorsToSerialize);
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}
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void ControlBehaviors::ModelTypeChanged(AMFArrayValue* arguments, std::shared_ptr<ModelBehaviorComponent> ModelBehaviorComponent) {
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void ControlBehaviors::ModelTypeChanged(AMFArrayValue* arguments, ModelBehaviorComponent* ModelComponent) {
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auto* modelTypeAmf = arguments->Get<double>("ModelType");
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if (!modelTypeAmf) return;
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@@ -137,7 +137,7 @@ void ControlBehaviors::Rename(Entity* modelEntity, const SystemAddress& sysAddr,
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}
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// TODO This is also supposed to serialize the state of the behaviors in progress but those aren't implemented yet
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void ControlBehaviors::SendBehaviorBlocksToClient(std::shared_ptr<ModelBehaviorComponent> modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
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void ControlBehaviors::SendBehaviorBlocksToClient(ModelBehaviorComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
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// uint32_t behaviorID = ControlBehaviors::GetBehaviorIDFromArgument(arguments);
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// auto modelBehavior = modelComponent->FindBehavior(behaviorID);
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@@ -266,7 +266,7 @@ void ControlBehaviors::UpdateAction(AMFArrayValue* arguments) {
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}
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}
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void ControlBehaviors::MoveToInventory(std::shared_ptr<ModelBehaviorComponent> modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
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void ControlBehaviors::MoveToInventory(ModelBehaviorComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments) {
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// This closes the UI menu should it be open while the player is removing behaviors
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AMFArrayValue args;
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@@ -41,9 +41,9 @@ public:
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*/
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BlockDefinition* GetBlockInfo(const BlockName& blockName);
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private:
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void RequestUpdatedID(int32_t behaviorID, std::shared_ptr<ModelBehaviorComponent> modelComponent, Entity* modelOwner, const SystemAddress& sysAddr);
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void RequestUpdatedID(int32_t behaviorID, ModelBehaviorComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr);
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void SendBehaviorListToClient(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner);
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void ModelTypeChanged(AMFArrayValue* arguments, std::shared_ptr<ModelBehaviorComponent> ModelBehaviorComponent);
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void ModelTypeChanged(AMFArrayValue* arguments, ModelBehaviorComponent* ModelComponent);
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void ToggleExecutionUpdates();
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void AddStrip(AMFArrayValue* arguments);
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void RemoveStrip(AMFArrayValue* arguments);
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@@ -56,9 +56,9 @@ private:
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void Add(AMFArrayValue* arguments);
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void RemoveActions(AMFArrayValue* arguments);
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void Rename(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
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void SendBehaviorBlocksToClient(std::shared_ptr<ModelBehaviorComponent> modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
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void SendBehaviorBlocksToClient(ModelBehaviorComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
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void UpdateAction(AMFArrayValue* arguments);
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void MoveToInventory(std::shared_ptr<ModelBehaviorComponent> modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
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void MoveToInventory(ModelBehaviorComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
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std::map<BlockName, BlockDefinition*> blockTypes{};
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// If false, property behaviors will not be able to be edited.
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