#include "PlayEffectBehavior.h" #include "BehaviorContext.h" #include "BehaviorBranchContext.h" #include "Recorder.h" void PlayEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { const auto& target = branch.target == LWOOBJID_EMPTY ? context->originator : branch.target; Cinema::Recording::Recorder::RegisterEffectForActor(target, this->m_effectId); // On managed behaviors this is handled by the client if (!context->unmanaged) return; PlayFx(u"", target); } void PlayEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream* bitStream, BehaviorBranchContext branch) { const auto& target = branch.target == LWOOBJID_EMPTY ? context->originator : branch.target; //PlayFx(u"", target); } void PlayEffectBehavior::Load() { }