raze-gles/source/sw/src/coolie.cpp
Christoph Oelckers 557bd201fb - removed unused code. (MDA screen hack - huh???)
- Shadow Warrior updates from SWP.
2019-11-19 20:43:11 +01:00

749 lines
18 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "names2.h"
#include "panel.h"
#include "tags.h"
#include "ai.h"
#include "sprite.h"
#include "actor.h"
#include "track.h"
#include "weapon.h"
BEGIN_SW_NS
ANIMATOR InitCoolieCharge;
DECISION CoolieBattle[] =
{
{700, InitCoolieCharge },
{990, InitActorMoveCloser },
{1000, InitActorAttackNoise },
{1024, InitActorRunAway }
};
DECISION CoolieOffense[] =
{
{700, InitCoolieCharge },
{1015, InitActorMoveCloser },
{1024, InitActorAttackNoise }
};
DECISION CoolieBroadcast[] =
{
//{1, InitActorAlertNoise },
{16, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION CoolieSurprised[] =
{
{700, InitActorMoveCloser },
{703, InitActorAmbientNoise },
{1024, InitActorDecide }
};
DECISION CoolieEvasive[] =
{
{10, InitActorEvade },
{1024, NULL }
};
DECISION CoolieLostTarget[] =
{
{900, InitActorFindPlayer },
{1024, InitActorWanderAround }
};
DECISION CoolieCloseRange[] =
{
{400, InitCoolieCharge },
{1024, InitActorReposition }
};
PERSONALITY CooliePersonality =
{
CoolieBattle,
CoolieOffense,
CoolieBroadcast,
CoolieSurprised,
CoolieEvasive,
CoolieLostTarget,
CoolieCloseRange,
CoolieCloseRange
};
ATTRIBUTE CoolieAttrib =
{
{60, 80, 100, 200}, // Speeds
{3, 0, -2, -3}, // Tic Adjusts
3, // MaxWeapons;
{
DIGI_COOLIEAMBIENT, DIGI_COOLIEALERT, DIGI_COOLIEALERT,
DIGI_COOLIEPAIN, 0, DIGI_CGMATERIALIZE,
DIGI_COOLIEEXPLODE,0,0,0
}
};
//////////////////////
//
// COOLIE RUN
//
//////////////////////
#define COOLIE_RATE 12
ANIMATOR DoCoolieMove,NullCoolie,DoStayOnFloor,
DoActorDebris, SpawnCoolieExp,
SpawnCoolg;
STATE s_CoolieRun[5][4] =
{
{
{COOLIE_RUN_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][1]},
{COOLIE_RUN_R0 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][2]},
{COOLIE_RUN_R0 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][3]},
{COOLIE_RUN_R0 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[0][0]}
},
{
{COOLIE_RUN_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][1]},
{COOLIE_RUN_R1 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][2]},
{COOLIE_RUN_R1 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][3]},
{COOLIE_RUN_R1 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[1][0]}
},
{
{COOLIE_RUN_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][1]},
{COOLIE_RUN_R2 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][2]},
{COOLIE_RUN_R2 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][3]},
{COOLIE_RUN_R2 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[2][0]}
},
{
{COOLIE_RUN_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][1]},
{COOLIE_RUN_R3 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][2]},
{COOLIE_RUN_R3 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][3]},
{COOLIE_RUN_R3 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[3][0]}
},
{
{COOLIE_RUN_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][1]},
{COOLIE_RUN_R4 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][2]},
{COOLIE_RUN_R4 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][3]},
{COOLIE_RUN_R4 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieRun[4][0]},
}
};
STATEp sg_CoolieRun[] =
{
&s_CoolieRun[0][0],
&s_CoolieRun[1][0],
&s_CoolieRun[2][0],
&s_CoolieRun[3][0],
&s_CoolieRun[4][0]
};
//////////////////////
//
// COOLIE CHARGE
//
//////////////////////
#define COOLIE_RATE 12
ANIMATOR DoCoolieMove,NullCoolie,DoStayOnFloor,
DoActorDebris, SpawnCoolieExp,
SpawnCoolg;
STATE s_CoolieCharge[5][4] =
{
{
{COOLIE_CHARGE_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][1]},
{COOLIE_CHARGE_R0 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][2]},
{COOLIE_CHARGE_R0 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][3]},
{COOLIE_CHARGE_R0 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[0][0]}
},
{
{COOLIE_CHARGE_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][1]},
{COOLIE_CHARGE_R1 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][2]},
{COOLIE_CHARGE_R1 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][3]},
{COOLIE_CHARGE_R1 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[1][0]}
},
{
{COOLIE_CHARGE_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][1]},
{COOLIE_CHARGE_R2 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][2]},
{COOLIE_CHARGE_R2 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][3]},
{COOLIE_CHARGE_R2 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[2][0]}
},
{
{COOLIE_CHARGE_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][1]},
{COOLIE_CHARGE_R3 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][2]},
{COOLIE_CHARGE_R3 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][3]},
{COOLIE_CHARGE_R3 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[3][0]}
},
{
{COOLIE_CHARGE_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][1]},
{COOLIE_CHARGE_R4 + 1, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][2]},
{COOLIE_CHARGE_R4 + 2, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][3]},
{COOLIE_CHARGE_R4 + 3, COOLIE_RATE, DoCoolieMove, &s_CoolieCharge[4][0]},
}
};
STATEp sg_CoolieCharge[] =
{
&s_CoolieCharge[0][0],
&s_CoolieCharge[1][0],
&s_CoolieCharge[2][0],
&s_CoolieCharge[3][0],
&s_CoolieCharge[4][0]
};
//////////////////////
//
// COOLIE STAND
//
//////////////////////
STATE s_CoolieStand[5][6] =
{
{
{COOLIE_RUN_R0 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[0][0]}
},
{
{COOLIE_RUN_R1 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[1][0]}
},
{
{COOLIE_RUN_R2 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[2][0]}
},
{
{COOLIE_RUN_R3 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[3][0]}
},
{
{COOLIE_RUN_R4 + 0, COOLIE_RATE, DoCoolieMove, &s_CoolieStand[4][0]}
}
};
STATEp sg_CoolieStand[] =
{
&s_CoolieStand[0][0],
&s_CoolieStand[1][0],
&s_CoolieStand[2][0],
&s_CoolieStand[3][0],
&s_CoolieStand[4][0]
};
//////////////////////
//
// COOLIE PAIN
//
//////////////////////
#define COOLIE_PAIN_RATE 60
ANIMATOR CooliePain;
STATE s_CooliePain[5][1] =
{
{
{COOLIE_PAIN_R0 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[0][0]},
//{COOLIE_PAIN_R0 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[0][0]}
},
{
{COOLIE_PAIN_R1 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[1][0]},
//{COOLIE_PAIN_R1 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[1][0]}
},
{
{COOLIE_PAIN_R2 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[2][0]},
//{COOLIE_PAIN_R2 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[2][0]}
},
{
{COOLIE_PAIN_R3 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[3][0]},
//{COOLIE_PAIN_R3 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[3][0]}
},
{
{COOLIE_PAIN_R4 + 0, COOLIE_PAIN_RATE, CooliePain, &s_CooliePain[4][0]},
//{COOLIE_PAIN_R4 + 0, 0|SF_QUICK_CALL, InitActorDecide, &s_CooliePain[4][0]}
}
};
STATEp sg_CooliePain[] =
{
&s_CooliePain[0][0],
&s_CooliePain[1][0],
&s_CooliePain[2][0],
&s_CooliePain[3][0],
&s_CooliePain[4][0]
};
//////////////////////
//
// COOLIE DIE
//
//////////////////////
#define COOLIE_DIE_RATE 30
ANIMATOR DoCoolieWaitBirth;
STATE s_CoolieDie[] =
{
{COOLIE_DIE + 0, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[1]},
{COOLIE_DIE + 0, 0|SF_QUICK_CALL, SpawnCoolieExp, &s_CoolieDie[2]},
{COOLIE_DIE + 1, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[3]},
{COOLIE_DIE + 2, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[4]},
{COOLIE_DIE + 3, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[5]},
{COOLIE_DIE + 4, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[6]},
{COOLIE_DIE + 5, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[7]},
{COOLIE_DIE + 6, COOLIE_DIE_RATE, NullCoolie, &s_CoolieDie[8]},
{COOLIE_DIE + 7, COOLIE_DIE_RATE, DoCoolieWaitBirth, &s_CoolieDie[8]},
{COOLIE_DIE + 7, COOLIE_DIE_RATE*5, DoActorDebris, &s_CoolieDie[10]},
{COOLIE_DIE + 7, 0|SF_QUICK_CALL, SpawnCoolg, &s_CoolieDie[11]},
{COOLIE_DEAD_NOHEAD, SF_QUICK_CALL, QueueFloorBlood, &s_CoolieDie[12]},
{COOLIE_DEAD_NOHEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDie[12]}
};
STATEp sg_CoolieDie[] =
{
s_CoolieDie
};
STATE s_CoolieDead[] =
{
{COOLIE_DEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDead[0]},
};
STATEp sg_CoolieDead[] =
{
s_CoolieDead
};
STATE s_CoolieDeadHead[] =
{
{COOLIE_DEAD_HEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDeadHead[0]}
};
/*
typedef struct
{
#define MAX_ACTOR_CLOSE_ATTACK 2
#define MAX_ACTOR_ATTACK 6
STATEp *Stand;
STATEp *Run;
STATEp *Jump;
STATEp *Fall;
STATEp *Crawl;
STATEp *Swim;
STATEp *Fly;
STATEp *Rise;
STATEp *Sit;
STATEp *Look;
STATEp *Climb;
STATEp *Pain;
STATEp *Death1;
STATEp *Death2;
STATEp *Dead;
STATEp *DeathJump;
STATEp *DeathFall;
STATEp *CloseAttack[MAX_ACTOR_CLOSE_ATTACK];
short CloseAttackPercent[MAX_ACTOR_CLOSE_ATTACK];
STATEp *Attack[MAX_ACTOR_ATTACK];
short AttackPercent[MAX_ACTOR_ATTACK];
STATEp *Special[2];
STATEp *Duck;
STATEp *Dive;
}ACTOR_ACTION_SET,*ACTOR_ACTION_SETp;
*/
ACTOR_ACTION_SET CoolieActionSet =
{
sg_CoolieStand,
sg_CoolieRun,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL,
NULL, //climb
sg_CooliePain, //pain
sg_CoolieDie,
NULL,
sg_CoolieDead,
NULL,
NULL,
{sg_CoolieCharge},
{1024},
{sg_CoolieCharge},
{1024},
{NULL},
NULL,
NULL
};
void EnemyDefaults(short SpriteNum, ACTOR_ACTION_SETp action, PERSONALITYp person)
{
USERp u = User[SpriteNum];
SPRITEp sp = &sprite[SpriteNum];
unsigned int wpn;
short wpn_cnt;
short depth = 0;
extern short TotalKillable;
extern SWBOOL DebugSecret;
switch (u->ID)
{
case PACHINKO1:
case PACHINKO2:
case PACHINKO3:
case PACHINKO4:
case 623:
case TOILETGIRL_R0:
case WASHGIRL_R0:
case CARGIRL_R0:
case MECHANICGIRL_R0:
case SAILORGIRL_R0:
case PRUNEGIRL_R0:
case TRASHCAN:
case BUNNY_RUN_R0:
break;
default:
{
TotalKillable++;
#if DEBUG
if (DebugSecret)
{
sprintf(ds,"COUNTED: spnum %d, pic %d, x %d, y %d",SpriteNum,sp->picnum,sp->x,sp->y);
DebugWriteString(ds);
}
#endif
}
break;
}
RESET(sp->cstat, CSTAT_SPRITE_RESTORE);
u->spal = sp->pal;
u->RotNum = 5;
sp->clipdist = (256) >> 2;
u->zclip = Z(48);
u->lo_step = Z(32);
u->floor_dist = u->zclip - u->lo_step;
u->ceiling_dist = SPRITEp_SIZE_Z(sp) - u->zclip;
u->Radius = 400;
u->MaxHealth = u->Health;
u->PainThreshold = DIV16(u->Health) - 1;
//u->PainThreshold = DIV4(u->Health) - 1;
SET(sp->cstat,CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN);
SET(sp->extra,SPRX_PLAYER_OR_ENEMY);
sprite[SpriteNum].picnum = u->State->Pic;
change_sprite_stat(SpriteNum, STAT_ENEMY);
u->Personality = person;
u->ActorActionSet = action;
DoActorZrange(SpriteNum);
//KeepActorOnFloor(SpriteNum); // for swimming actors
// make sure we start in the water if thats where we are
if (u->lo_sectp) // && SectUser[u->lo_sectp - sector])
{
short i,nexti;
short sectnum = u->lo_sectp - sector;
if (SectUser[sectnum] && TEST(u->lo_sectp->extra, SECTFX_SINK))
{
depth = SectUser[sectnum]->depth;
}
else
{
TRAVERSE_SPRITE_SECT(headspritesect[sectnum],i,nexti)
{
SPRITEp np = &sprite[i];
if (np->picnum == ST1 && np->hitag == SECT_SINK)
{
depth = np->lotag;
}
}
}
}
if (depth && labs(sp->z - u->loz) < Z(8))
{
sp->z += Z(depth);
u->loz = sp->z;
u->oz = sp->z;
}
if (!action)
return;
NewStateGroup(SpriteNum, u->ActorActionSet->Run);
u->ActorActionFunc = DoActorDecide;
// find the number of long range attacks
for (wpn = wpn_cnt = 0; wpn < SIZ(u->ActorActionSet->Attack); wpn++)
{
if (u->ActorActionSet->Attack[wpn])
wpn_cnt++;
else
break;
}
// for actors this tells the number of weapons available
// for player it tells the current weapon
u->WeaponNum = wpn_cnt;
}
int
SetupCoolie(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u;
ANIMATOR DoActorDecide;
if (TEST(sp->cstat, CSTAT_SPRITE_RESTORE))
{
u = User[SpriteNum];
ASSERT(u);
}
else
{
User[SpriteNum] = u = SpawnUser(SpriteNum,COOLIE_RUN_R0,s_CoolieRun[0]);
u->Health = HEALTH_COOLIE;
}
ChangeState(SpriteNum,s_CoolieRun[0]);
u->Attrib = &CoolieAttrib;
DoActorSetSpeed(SpriteNum, NORM_SPEED);
u->StateEnd = s_CoolieDie;
u->Rot = sg_CoolieRun;
EnemyDefaults(SpriteNum, &CoolieActionSet, &CooliePersonality);
sp->xrepeat = 42;
sp->yrepeat = 42;
SET(u->Flags, SPR_XFLIP_TOGGLE);
return 0;
}
int NewCoolg(short);
int SpawnCoolg(short SpriteNum)
{
USERp u = User[SpriteNum];
// Don't do a ghost every time
if (RANDOM_RANGE(1000) > 700)
{
ChangeState(SpriteNum,&s_CoolieDeadHead[0]);
return(0);
}
NewCoolg(SpriteNum);
PlaySpriteSound(SpriteNum,attr_extra1,v3df_follow);
return 0;
}
int CooliePain(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
if ((u->WaitTics -= ACTORMOVETICS) <= 0)
InitActorDecide(SpriteNum);
return 0;
}
int NullCoolie(short SpriteNum)
{
USERp u = User[SpriteNum];
SPRITEp sp = User[SpriteNum]->SpriteP;
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
if (!TEST(u->Flags,SPR_CLIMBING))
KeepActorOnFloor(SpriteNum);
DoActorSectorDamage(SpriteNum);
return 0;
}
int DoCoolieMove(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (TEST(u->Flags,SPR_SLIDING))
DoActorSlide(SpriteNum);
if (u->track >= 0)
ActorFollowTrack(SpriteNum, ACTORMOVETICS);
else
(*u->ActorActionFunc)(SpriteNum);
KeepActorOnFloor(SpriteNum);
if (DoActorSectorDamage(SpriteNum))
{
return 0;
}
if (Distance(sp->x, sp->y, u->tgt_sp->x, u->tgt_sp->y) < 1200)
{
//DoActorDie(SpriteNum, -3);
UpdateSinglePlayKills(SpriteNum);
DoActorDie(SpriteNum, SpriteNum);
return 0;
}
return 0;
}
int InitCoolieCharge(short SpriteNum)
{
SPRITEp sp = &sprite[SpriteNum];
USERp u = User[SpriteNum];
if (RANDOM_P2(1024) > 950)
PlaySound(DIGI_COOLIESCREAM, &sp->x, &sp->y, &sp->z, v3df_follow);
DoActorSetSpeed(SpriteNum, FAST_SPEED);
InitActorMoveCloser(SpriteNum);
NewStateGroup(SpriteNum, sg_CoolieCharge);
return 0;
}
int
DoCoolieWaitBirth(short SpriteNum)
{
SPRITEp sp;
USERp u;
u = User[SpriteNum];
sp = &sprite[SpriteNum];
if ((u->Counter -= ACTORMOVETICS) <= 0)
{
ChangeState(SpriteNum,&s_CoolieDie[9]);
}
return 0;
}
#include "saveable.h"
static saveable_code saveable_coolie_code[] =
{
SAVE_CODE(EnemyDefaults),
SAVE_CODE(SetupCoolie),
SAVE_CODE(SpawnCoolg),
SAVE_CODE(CooliePain),
SAVE_CODE(NullCoolie),
SAVE_CODE(DoCoolieMove),
SAVE_CODE(InitCoolieCharge),
SAVE_CODE(DoCoolieWaitBirth),
};
static saveable_data saveable_coolie_data[] =
{
SAVE_DATA(CoolieBattle),
SAVE_DATA(CoolieOffense),
SAVE_DATA(CoolieBroadcast),
SAVE_DATA(CoolieSurprised),
SAVE_DATA(CoolieEvasive),
SAVE_DATA(CoolieLostTarget),
SAVE_DATA(CoolieCloseRange),
SAVE_DATA(CooliePersonality),
SAVE_DATA(CoolieAttrib),
SAVE_DATA(s_CoolieRun),
SAVE_DATA(sg_CoolieRun),
SAVE_DATA(s_CoolieCharge),
SAVE_DATA(sg_CoolieCharge),
SAVE_DATA(s_CoolieStand),
SAVE_DATA(sg_CoolieStand),
SAVE_DATA(s_CooliePain),
SAVE_DATA(sg_CooliePain),
SAVE_DATA(s_CoolieDie),
SAVE_DATA(sg_CoolieDie),
SAVE_DATA(s_CoolieDead),
SAVE_DATA(sg_CoolieDead),
SAVE_DATA(CoolieActionSet),
};
saveable_module saveable_coolie =
{
// code
saveable_coolie_code,
SIZ(saveable_coolie_code),
// data
saveable_coolie_data,
SIZ(saveable_coolie_data)
};
END_SW_NS