DarkflameServer/dScripts/BankInteractServer.cpp
David Markowitz 6a38b67ed5
General AMF cleanup (#663)
* General AMF cleanup

Proper memory management as well as style cleanup

* General optimizations

Fix AMFArray so values are properly deleted when you leave the scope it was created in.
Add bounds check for deletion so you don't double delete.
Remove all AMFdeletions that are contained in an array since the array now manages its own memory and deletes it when it is no longer needed.

* Better tests and fix de-serialize

Fix de-serialize to be correct and implement a test to check this

* Update AMFDeserializeTests.cpp

* Update AMFFormat.cpp
2022-07-21 22:26:09 -07:00

27 lines
945 B
C++

#include "BankInteractServer.h"
#include "GameMessages.h"
void BankInteractServer::OnUse(Entity* self, Entity* user)
{
AMFArrayValue args;
AMFStringValue* bank = new AMFStringValue();
bank->SetStringValue("bank");
args.InsertValue("state", bank);
GameMessages::SendUIMessageServerToSingleClient(user, user->GetSystemAddress(), "pushGameState", &args);
}
void BankInteractServer::OnFireEventServerSide(Entity *self, Entity *sender, std::string args, int32_t param1,
int32_t param2, int32_t param3)
{
if (args == "ToggleBank")
{
AMFArrayValue args;
args.InsertValue("visible", new AMFFalseValue());
GameMessages::SendUIMessageServerToSingleClient(sender, sender->GetSystemAddress(), "ToggleBank", &args);
GameMessages::SendNotifyClientObject(self->GetObjectID(), u"CloseBank", 0, 0, LWOOBJID_EMPTY, "", sender->GetSystemAddress());
}
}