Fix and integrate BT
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@@ -7,7 +7,7 @@ BzObjectPool *nodeStatePool = NULL;
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BzBTNode *printBT = NULL;
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BzBTState agentState;
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BzBTStatus printAction(void *data) {
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BzBTStatus printAction(void *data, f32 dt) {
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bzLogInfo("Hello, world!");
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return BZ_BT_SUCCESS;
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}
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@@ -48,7 +48,7 @@ void deinit(int *game) {
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bzObjectPoolDestroy(nodeStatePool);
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}
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void igRenderBTNode(const BzBTNode *node, const BzBTNodeState *state, bool sameLine, i32 depth) {
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void igVisualizeBTState(const BzBTNode *node, const BzBTNodeState *state, bool sameLine, i32 depth) {
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const BzBTNode *child = bzBTNodeChild(node);
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BzBTNodeType type = bzBTGetNodeType(node);
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char extraInfo[128];
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@@ -109,7 +109,7 @@ void igRenderBTNode(const BzBTNode *node, const BzBTNodeState *state, bool sameL
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while (child) {
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if (hasSingleChild) igSameLine(0, 0);
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igRenderBTNode(child, state, hasSingleChild, depth);
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igVisualizeBTState(child, state, hasSingleChild, depth);
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child = bzBTNodeNext(child);
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}
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}
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@@ -117,7 +117,7 @@ void igRenderBTNode(const BzBTNode *node, const BzBTNodeState *state, bool sameL
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void igRenderBT(BzBTState *state) {
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const BzBTNode *root = state->root;
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if (igBegin("BehaviourTree", NULL, 0)) {
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igRenderBTNode(root, state->first, false, 0);
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igVisualizeBTState(root, state->_first, false, 0);
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}
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igEnd();
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}
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