move the template states to nnextcdud.cpp

This commit is contained in:
Christoph Oelckers 2023-10-18 19:04:23 +02:00
parent 783bdce27a
commit dc846ca27b
6 changed files with 137 additions and 135 deletions

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@ -466,3 +466,4 @@ xx(genPatrolState_46)
xx(genPatrolState_47) xx(genPatrolState_47)
xx(genPatrolState_48) xx(genPatrolState_48)
xx(genPatrolState_49) xx(genPatrolState_49)
xx(cdudeDeath)

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@ -41,7 +41,7 @@ struct AISTATES {
AISTATES* nextState; AISTATES* nextState;
}; };
struct AISTATE { struct AISTATE_TPL {
int stateType; // By NoOne: current type of state. Basically required for kModernDudeTargetChanger, but can be used for something else. int stateType; // By NoOne: current type of state. Basically required for kModernDudeTargetChanger, but can be used for something else.
int seqId; int seqId;
VMNativeFunction** funcId; VMNativeFunction** funcId;
@ -50,7 +50,7 @@ struct AISTATE {
VMNativeFunction** moveFunc; VMNativeFunction** moveFunc;
VMNativeFunction** thinkFunc; VMNativeFunction** thinkFunc;
AISTATE *nextState; AISTATE_TPL *nextState;
}; };
enum AI_SFX_PRIORITY { enum AI_SFX_PRIORITY {

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@ -77,134 +77,6 @@ DBloodActor* (*gWeaponShotFunc[])(DCustomDude* pDude, CUSTOMDUDE_WEAPON* pWeap,
weaponShotSpecialBeastStomp, weaponShotSpecialBeastStomp,
}; };
static AISTATE gCdudeStateDeath = { kAiStateOther, -1, nullptr, 0, &AF(enterDeath), nullptr, nullptr, nullptr }; // just turns dude to a gib
// Land, Crouch, Swim (proper order matters!)
AISTATE gCdudeStateTemplate[kCdudeStateNormalMax][kCdudePostureMax] =
{
// idle (don't change pos or patrol gets broken!)
{
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
},
// search (don't change pos or patrol gets broken!)
{
{ kAiStateSearch, SEQOFFS(9), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureL] },
{ kAiStateSearch, SEQOFFS(14), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureC] },
{ kAiStateSearch, SEQOFFS(13), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureW] },
},
// dodge
{
{ kAiStateMove, SEQOFFS(9), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
{ kAiStateMove, SEQOFFS(14), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
{ kAiStateMove, SEQOFFS(13), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
},
// chase
{
{ kAiStateChase, SEQOFFS(9), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
{ kAiStateChase, SEQOFFS(14), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
{ kAiStateChase, SEQOFFS(13), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
},
// flee
{
{ kAiStateMove, SEQOFFS(9), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
{ kAiStateMove, SEQOFFS(14), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
{ kAiStateMove, SEQOFFS(13), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
},
// recoil normal
{
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
},
// recoil tesla
{
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
},
// burn search
{
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureL]},
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureC] },
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureW] },
},
// morph (put thinkFunc in moveFunc because it supposed to work fast)
{
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
},
// knock enter
{
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureL] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureC] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureW] },
},
// knock
{
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureL] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureC] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureW] },
},
// knock exit
{
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
},
// sleep
{
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
},
// wake
{
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
},
// generic idle (ai fight compat.)
{
{ kAiStateGenIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
{ kAiStateGenIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
{ kAiStateGenIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
},
};
// Land, Crouch, Swim
AISTATE gCdudeStateAttackTemplate[kCdudePostureMax] =
{
// attack (put thinkFunc in moveFunc because it supposed to work fast)
{ kAiStateAttack, SEQOFFS(6), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureL] },
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureC] },
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureW] },
};
// Random pick
AISTATE gCdudeStateDyingTemplate[kCdudePostureMax] =
{
// dying
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), &gCdudeStateDeath },
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), &gCdudeStateDeath },
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), &gCdudeStateDeath },
};
// for kModernThingThrowableRock // for kModernThingThrowableRock
static const short gCdudeDebrisPics[6] = static const short gCdudeDebrisPics[6] =

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@ -30,9 +30,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "nnextcdud.h" #include "nnextcdud.h"
BEGIN_BLD_NS BEGIN_BLD_NS
extern AISTATE gCdudeStateTemplate[kCdudeStateNormalMax][kCdudePostureMax];
extern AISTATE gCdudeStateAttackTemplate[kCdudePostureMax];
extern AISTATE gCdudeStateDyingTemplate[kCdudePostureMax];
void cdudeDoExplosion(DCustomDude* pDude); void cdudeDoExplosion(DCustomDude* pDude);
END_BLD_NS END_BLD_NS
#endif #endif

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@ -392,6 +392,134 @@ VMNativeFunction** const gCdudeCustomCallback[] =
&AF(fxPodBloodSpray), // 10 &AF(fxPodBloodSpray), // 10
}; };
// Land, Crouch, Swim (proper order matters!)
AISTATE_TPL gCdudeStateTemplate[kCdudeStateNormalMax][kCdudePostureMax] =
{
// idle (don't change pos or patrol gets broken!)
{
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, &AF(thinkTarget), nullptr },
},
// search (don't change pos or patrol gets broken!)
{
{ kAiStateSearch, SEQOFFS(9), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureL] },
{ kAiStateSearch, SEQOFFS(14), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureC] },
{ kAiStateSearch, SEQOFFS(13), nullptr, 800, nullptr, &AF(moveForward), &AF(thinkSearch), &gCdudeStateTemplate[kCdudeStateIdle][kCdudePostureW] },
},
// dodge
{
{ kAiStateMove, SEQOFFS(9), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
{ kAiStateMove, SEQOFFS(14), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
{ kAiStateMove, SEQOFFS(13), nullptr, 90, nullptr, &AF(moveDodge), nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
},
// chase
{
{ kAiStateChase, SEQOFFS(9), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
{ kAiStateChase, SEQOFFS(14), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
{ kAiStateChase, SEQOFFS(13), nullptr, 30, nullptr, &AF(moveForward), &AF(thinkChase), nullptr },
},
// flee
{
{ kAiStateMove, SEQOFFS(9), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
{ kAiStateMove, SEQOFFS(14), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
{ kAiStateMove, SEQOFFS(13), nullptr, 256, nullptr, &AF(moveForward), &AF(thinkFlee), &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
},
// recoil normal
{
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
{ kAiStateRecoil, SEQOFFS(5), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
},
// recoil tesla
{
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureL] },
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureC] },
{ kAiStateRecoil, SEQOFFS(4), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateChase][kCdudePostureW] },
},
// burn search
{
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureL]},
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureC] },
{ kAiStateSearch, SEQOFFS(3), nullptr, 3600, &AF(enterBurnSearchWater), &AF(aiMoveForward), &AF(maybeThinkSearch), &gCdudeStateTemplate[kCdudeBurnStateSearch][kCdudePostureW] },
},
// morph (put thinkFunc in moveFunc because it supposed to work fast)
{
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
{ kAiStateOther, SEQOFFS(18), nullptr, 0, &AF(enterMorph), &AF(thinkMorph), nullptr, nullptr },
},
// knock enter
{
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureL] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureC] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnock][kCdudePostureW] },
},
// knock
{
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureL] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, nullptr, nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureC] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(moveKnockout), nullptr, &gCdudeStateTemplate[kCdudeStateKnockExit][kCdudePostureW] },
},
// knock exit
{
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
{ kAiStateKnockout, SEQOFFS(0), nullptr, 0, nullptr, &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
},
// sleep
{
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterSleep), nullptr, &AF(thinkTarget), nullptr },
},
// wake
{
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureL] },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureC] },
{ kAiStateIdle, SEQOFFS(0), nullptr, 0, &AF(enterWake), &AF(turnToTarget), nullptr, &gCdudeStateTemplate[kCdudeStateSearch][kCdudePostureW] },
},
// generic idle (ai fight compat.)
{
{ kAiStateGenIdle, SEQOFFS(0), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
{ kAiStateGenIdle, SEQOFFS(17), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
{ kAiStateGenIdle, SEQOFFS(13), nullptr, 0, &AF(resetTarget), nullptr, nullptr, nullptr },
},
};
// Land, Crouch, Swim
AISTATE_TPL gCdudeStateAttackTemplate[kCdudePostureMax] =
{
// attack (put thinkFunc in moveFunc because it supposed to work fast)
{ kAiStateAttack, SEQOFFS(6), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureL] },
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureC] },
{ kAiStateAttack, SEQOFFS(8), &AF(weaponShot), 0, &AF(moveStop), &AF(thinkChase), nullptr, &gCdudeStateAttackTemplate[kCdudePostureW] },
};
// Random pick
AISTATE_TPL gCdudeStateDyingTemplate[kCdudePostureMax] =
{
// dying
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), nullptr },
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), nullptr },
{ kAiStateOther, SEQOFFS(1), nullptr, 0, &AF(enterDying), nullptr, &AF(thinkDying), nullptr },
};
static bool CheckProximity(DBloodActor* pSpr1, DBloodActor* pSpr2, int nDist) = delete; // make this error out for refactoring static bool CheckProximity(DBloodActor* pSpr1, DBloodActor* pSpr2, int nDist) = delete; // make this error out for refactoring
static bool CheckProximity(DBloodActor* pSpr1, DBloodActor* pSpr2, double nDist) static bool CheckProximity(DBloodActor* pSpr1, DBloodActor* pSpr2, double nDist)
@ -1543,7 +1671,7 @@ void CUSTOMDUDE_SETUP::Setup(DBloodActor* pSpr)
setup.DoSetup(pSpr); setup.DoSetup(pSpr);
} }
static void Copy(AISTATES* to, AISTATE* from) static void Copy(AISTATES* to, AISTATE_TPL* from)
{ {
to->name = NAME_None; // needs special handling to->name = NAME_None; // needs special handling
to->stateType = from->stateType; to->stateType = from->stateType;
@ -1558,7 +1686,7 @@ static void Copy(AISTATES* to, AISTATE* from)
void CUSTOMDUDE_SETUP::DoSetup(DBloodActor* pSpr) void CUSTOMDUDE_SETUP::DoSetup(DBloodActor* pSpr)
{ {
AISTATE* pModel; AISTATE_TPL* pModel;
AISTATES* pState; AISTATES* pState;
int nStateType, nPosture; int nStateType, nPosture;
int i, j; int i, j;
@ -1609,12 +1737,14 @@ void CUSTOMDUDE_SETUP::DoSetup(DBloodActor* pSpr)
// copy dying states // copy dying states
pModel = gCdudeStateDyingTemplate; pModel = gCdudeStateDyingTemplate;
AISTATES* nextState = FindState(NAME_cdudeDeath);
for (i = kCdudeStateDeathBase; i < kCdudeStateDeathMax; i++) for (i = kCdudeStateDeathBase; i < kCdudeStateDeathMax; i++)
{ {
for (j = 0; j < kCdudePostureMax; j++) for (j = 0; j < kCdudePostureMax; j++)
{ {
pState = &pDude->states[i][j]; pState = &pDude->states[i][j];
Copy(pState, pModel); Copy(pState, pModel);
pState->nextState = nextState;
} }
} }

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@ -386,5 +386,7 @@ extend class BloodActor
AIState "genPatrolState_47", "+10", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none"; AIState "genPatrolState_47", "+10", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none";
AIState "genPatrolState_48", "+9", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none"; AIState "genPatrolState_48", "+9", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none";
AIState "genPatrolState_49", "+4", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none"; AIState "genPatrolState_49", "+4", kAiStatePatrolTurnC, 0, null, aiPatrolRandGoalAng, aiPatrolTurn, aiPatrolThink, "none";
AISTATE "cdudeDeath", "+-1", kAiStateOther, 0, null, enterDeath, null, null, null;
} }
} }