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- compile the states.
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4 changed files with 315 additions and 1 deletions
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@ -77,6 +77,7 @@ enum EStateDefineFlags
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enum EStateFlags
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{
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STF_TICADJUST = 1,
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STF_FULLBRIGHT = 4, // State is fullbright
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};
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@ -106,6 +107,7 @@ struct FState
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uint8_t StateFlags;
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uint8_t DefineFlags;
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uint8_t UseFlags;
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FState *NextState;
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VMFunction *ActionFunc; // called when an attached animation triggers an event. (i.e. Blood's SEQs. Should be made game independent.)
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VMFunction *EnterFunc; // called when entering the state.
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@ -118,6 +120,7 @@ struct FState
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FState* NextState;
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uint8_t StateFlags;
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uint8_t DefineFlags;
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uint8_t UseFlags;
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VMFunction* ActionFunc; // called when an attached animation triggers an event. (i.e. Blood's SEQs. Should be made game independent.)
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VMFunction* EnterFunc; // called when entering the state.
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VMFunction* TickFunc; // called when ticking the state.
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