Open jmickle66666666 opened 6 years ago
Parsing and entity state traversal is implemented and working great. Next up is writing all the codepointers that the state definitions use.
A lot of these can be generalised and just act as wrapper functions.
It is probably also a good idea to split this out from LevelEntity.cs into a new source file.
Create the Things In A Level. Everything from the decorations to the monsters and even the weapons follow the same state table system. This appeared to be hardcoded into the source but later it was discovered they compiled from a text file.
The definition file can be found here: https://gist.github.com/jmickle66666666/667d0f06c3ad1b0b8c686543b8865ec3 Source: https://www.doomworld.com/idgames/historic/dmutils
Instead of hardcoding as most ports do I want to parse the definition file for doom1/2 actor support and optionally use it for basic modding capabilities (about on par with dehacked, with fewer limitations).