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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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@ -461,7 +461,7 @@ PlayerData::PlayerData()
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physicsPlayerType = StringTable->EmptyString();
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mControlMap = StringTable->EmptyString();
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mAIControllData = NULL;
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dMemset( actionList, 0, sizeof(actionList) );
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}
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@ -740,8 +740,10 @@ void PlayerData::initPersistFields()
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endGroup( "Camera" );
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addGroup( "Movement" );
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addField("controlMap", TypeString, Offset(mControlMap, PlayerData),
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addField("controlMap", TypeString, Offset(mControlMap, PlayerData),
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"@brief movemap used by these types of objects.\n\n");
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addField("aiControllerData", TYPEID< AIControllerData >(), Offset(mAIControllData, PlayerData),
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"@brief ai controller used by these types of objects.\n\n");
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addFieldV( "maxStepHeight", TypeRangedF32, Offset(maxStepHeight, PlayerData), &CommonValidators::PositiveFloat,
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"@brief Maximum height the player can step up.\n\n"
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