Fix D1 behavior/mode confusion

This commit is contained in:
Kp 2015-04-02 02:36:53 +00:00
parent face692126
commit 6e1a1873cc

View file

@ -1571,10 +1571,10 @@ void do_ai_robot_hit(const vobjptridx_t objp, player_awareness_type_t type)
if (type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION || type == player_awareness_type_t::PA_PLAYER_COLLISION)
switch (objp->ctype.ai_info.behavior) {
#if defined(DXX_BUILD_DESCENT_I)
case AIM_HIDE:
case AIB_HIDE:
objp->ctype.ai_info.SUBMODE = AISM_GOHIDE;
break;
case AIM_STILL:
case AIB_STILL:
objp->ctype.ai_info.ail.mode = AIM_CHASE_OBJECT;
break;
#elif defined(DXX_BUILD_DESCENT_II)