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
This commit is contained in:
AzaezelX 2025-04-18 12:28:49 -05:00
parent 2d0bcbcf8d
commit 712404c9b4
4 changed files with 34 additions and 3 deletions

View file

@ -31,6 +31,7 @@ IMPLEMENT_CONOBJECT(AIController);
//-----------------------------------------------------------------------------
void AIController::throwCallback(const char* name)
{
Con::warnf("throwCallback: %s", name);
Con::executef(mControllerData, name, getIdString()); //controller data callbacks
GameBase* gbo = dynamic_cast<GameBase*>(getAIInfo()->mObj.getPointer());
@ -676,7 +677,6 @@ F32 AIWheeledVehicleControllerData::getSteeringAngle(AIController* obj, Point3F
maxSteeringAngle = vd->maxSteeringAngle;
Point2F steering = wvo->getSteering();
if (finalYaw < 5 && steering.x != 0.0f)
steerState = Straight;
else if (finalYaw < 5)