//------------------------------------------------------------------------------------------

// CGameObjectMessageProperties.cpp

// Bluepoint

// Copyright 2005

//------------------------------------------------------------------------------------------



#include "StdAfx.h"



//------------------------------------------------------------------------------------------



#include "CGameObjectMessageProperties.h"



//------------------------------------------------------------------------------------------

CGameObjectMessageProperties::CGameObjectMessageProperties()

{

}



//------------------------------------------------------------------------------------------



CGameObjectMessageProperties::~CGameObjectMessageProperties()

{

}



//------------------------------------------------------------------------------------------



CGameObjectMessageProperties * const CGameObjectMessageProperties::ProcessUnknownMessageType(uint32 const messageType, uint16 const messageSize, CInputStream &inStream)

{

   // Check to see if it's a message without any properties

   uint32 const kMessageWithoutProperties = 0xFFFFFFFF;

   if (messageType == kMessageWithoutProperties)

   {

      uint32 const emptyMessageType = inStream.ReadUint32();

      return new CGameObjectMessagePropertiesEmpty(emptyMessageType);

   }

   // Unknown message properties, skip data

   inStream.Get(NULL, messageSize);

   bpe_debugger_and_console_printf("Skipping data for unknown message type: 0x%08x\n", messageType);



   // Higher level code must handle NULL properties.

   return NULL;

}



//------------------------------------------------------------------------------------------

