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b261e63233
* chore: Change entity and component logic to use bitstream references * merge
24 lines
709 B
C++
24 lines
709 B
C++
#include "PlayEffectBehavior.h"
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#include "BehaviorContext.h"
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#include "BehaviorBranchContext.h"
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void PlayEffectBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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// On managed behaviors this is handled by the client
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if (!context->unmanaged)
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return;
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const auto& target = branch.target == LWOOBJID_EMPTY ? context->originator : branch.target;
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PlayFx(u"", target);
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}
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void PlayEffectBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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const auto& target = branch.target == LWOOBJID_EMPTY ? context->originator : branch.target;
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//PlayFx(u"", target);
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}
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void PlayEffectBehavior::Load() {
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}
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