- compile the states.

This commit is contained in:
Christoph Oelckers 2023-07-01 14:33:04 +02:00
parent 27a9def748
commit c4ded2f133
4 changed files with 315 additions and 1 deletions

View file

@ -77,6 +77,7 @@ enum EStateDefineFlags
enum EStateFlags
{
STF_TICADJUST = 1,
STF_FULLBRIGHT = 4, // State is fullbright
};
@ -106,6 +107,7 @@ struct FState
uint8_t StateFlags;
uint8_t DefineFlags;
uint8_t UseFlags;
FState *NextState;
VMFunction *ActionFunc; // called when an attached animation triggers an event. (i.e. Blood's SEQs. Should be made game independent.)
VMFunction *EnterFunc; // called when entering the state.
@ -118,6 +120,7 @@ struct FState
FState* NextState;
uint8_t StateFlags;
uint8_t DefineFlags;
uint8_t UseFlags;
VMFunction* ActionFunc; // called when an attached animation triggers an event. (i.e. Blood's SEQs. Should be made game independent.)
VMFunction* EnterFunc; // called when entering the state.
VMFunction* TickFunc; // called when ticking the state.