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hook up Vehicle's getAIMove(Move*);
list aiControllerData's in the datablock. though the command is still required to set the controler and look up the relevant db for game specific logic
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4 changed files with 34 additions and 3 deletions
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@ -31,6 +31,7 @@ IMPLEMENT_CONOBJECT(AIController);
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//-----------------------------------------------------------------------------
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void AIController::throwCallback(const char* name)
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{
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Con::warnf("throwCallback: %s", name);
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Con::executef(mControllerData, name, getIdString()); //controller data callbacks
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GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
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@ -676,7 +677,6 @@ F32 AIWheeledVehicleControllerData::getSteeringAngle(AIController* obj, Point3F
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maxSteeringAngle = vd->maxSteeringAngle;
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Point2F steering = wvo->getSteering();
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if (finalYaw < 5 && steering.x != 0.0f)
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steerState = Straight;
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else if (finalYaw < 5)
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