Remove unused D1 last_see_time
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@ -185,12 +185,7 @@ struct ai_local : public prohibit_void_ptr<ai_local>
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uint8_t previous_visibility; // Visibility of player last time we checked.
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uint8_t rapidfire_count; // number of shots fired rapidly
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ai_mode mode; // current mode within behavior
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#if defined(DXX_BUILD_DESCENT_I)
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segnum_t goal_segment; // goal segment for current path
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fix last_see_time; // For sound effects, time at which player last seen, attacked
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#elif defined(DXX_BUILD_DESCENT_II)
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segnum_t goal_segment; // goal segment for current path
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#endif
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fix next_action_time; // time in seconds until something happens, mode dependent
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fix next_fire; // time in seconds until can fire again
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#if defined(DXX_BUILD_DESCENT_II)
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@ -4380,7 +4380,7 @@ static void state_ai_local_to_ai_local_rw(ai_local *ail, ai_local_rw *ail_rw)
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ail_rw->rapidfire_count = ail->rapidfire_count;
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ail_rw->goal_segment = ail->goal_segment;
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#if defined(DXX_BUILD_DESCENT_I)
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ail_rw->last_see_time = ail->last_see_time;
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ail_rw->last_see_time = 0;
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ail_rw->last_attack_time = 0;
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#elif defined(DXX_BUILD_DESCENT_II)
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ail_rw->next_fire2 = ail->next_fire2;
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@ -4561,7 +4561,7 @@ static void ai_local_read_swap(ai_local *ail, int swap, PHYSFS_file *fp)
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ail->previous_visibility = PHYSFSX_readByte(fp);
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ail->rapidfire_count = PHYSFSX_readByte(fp);
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ail->goal_segment = PHYSFSX_readSXE16(fp, swap);
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ail->last_see_time = PHYSFSX_readSXE32(fp, swap);
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PHYSFSX_readSXE32(fp, swap);
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PHYSFSX_readSXE32(fp, swap);
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ail->next_action_time = PHYSFSX_readSXE32(fp, swap);
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ail->next_fire = PHYSFSX_readSXE32(fp, swap);
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