1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2026-01-22 22:34:33 +01:00
Files
OpenRCT2/src/openrct2/actions/NetworkModifyGroupAction.cpp
Tulio Leao 8fc167afc3 Move some game actions logic from header to source (#13571)
* Moving all definitions from B...Actions to source

* Moving all definitions from C...Actions to source

* Moving all definitions from F...Actions to source

* Moving all definitions from G...Actions to source

* Moving all definitions from L...Actions to source

* Moving all definitions from M...Actions to source

* Moving all definitions from N...Actions to source

* Moving all definitions from P...Actions to source
2020-12-13 15:10:26 +00:00

46 lines
1.6 KiB
C++

/*****************************************************************************
* Copyright (c) 2014-2020 OpenRCT2 developers
*
* For a complete list of all authors, please refer to contributors.md
* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
*
* OpenRCT2 is licensed under the GNU General Public License version 3.
*****************************************************************************/
#include "NetworkModifyGroupAction.h"
#include "../network/network.h"
#include "../util/Util.h"
NetworkModifyGroupAction::NetworkModifyGroupAction(
ModifyGroupType type, uint8_t groupId, const std::string name, uint32_t permissionIndex, PermissionState permissionState)
: _type(type)
, _groupId(groupId)
, _name(name)
, _permissionIndex(permissionIndex)
, _permissionState(permissionState)
{
}
uint16_t NetworkModifyGroupAction::GetActionFlags() const
{
return GameAction::GetActionFlags() | GameActions::Flags::AllowWhilePaused;
}
void NetworkModifyGroupAction::Serialise(DataSerialiser& stream)
{
GameAction::Serialise(stream);
stream << DS_TAG(_type) << DS_TAG(_groupId) << DS_TAG(_name) << DS_TAG(_permissionIndex) << DS_TAG(_permissionState);
}
GameActions::Result::Ptr NetworkModifyGroupAction::Query() const
{
return network_modify_groups(GetPlayer(), _type, _groupId, _name, _permissionIndex, _permissionState, false);
}
GameActions::Result::Ptr NetworkModifyGroupAction::Execute() const
{
return network_modify_groups(GetPlayer(), _type, _groupId, _name, _permissionIndex, _permissionState, true);
}