Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
23 lines
321 B
C++
23 lines
321 B
C++
#pragma warning (disable:4786)
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#include "ai state.hpp"
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AIStateTable::AIStateTable (void)
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{
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m_Root = NULL;
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m_CurrentState = NULL;
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}
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AIStateTable::~AIStateTable (void)
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{
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while (m_Root)
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{
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StateEntry *temp;
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temp = m_Root;
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m_Root = m_Root->next;
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delete temp;
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}
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m_CurrentState = NULL;
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}
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