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

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