Make ready_to_fire static

This commit is contained in:
Kp 2013-11-13 23:54:39 +00:00
parent f4cbfca8e2
commit 7a9db6716a
2 changed files with 12 additions and 13 deletions

View file

@ -110,7 +110,6 @@ extern void init_robots_for_level(void);
extern int ai_behavior_to_mode(int behavior);
#if defined(DXX_BUILD_DESCENT_II)
extern void create_path_to_segment(object *objp, int goalseg, int max_length, int safety_flag);
extern int ready_to_fire(robot_info *robptr, ai_local *ailp);
extern int polish_path(object *objp, point_seg *psegs, int num_points);
extern void move_towards_player(object *objp, vms_vector *vec_to_player);
#endif

View file

@ -286,6 +286,18 @@ static const sbyte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE]
}
};
// ----------------------------------------------------------------------------
// Return firing status.
// If ready to fire a weapon, return true, else return false.
// Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
static int ready_to_fire(robot_info *robptr, ai_local *ailp)
{
if (robptr->weapon_type2 != -1)
return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
else
return (ailp->next_fire <= 0);
}
// ---------------------------------------------------------------------------------------------------------------------
// Given a behavior, set initial mode.
int ai_behavior_to_mode(int behavior)
@ -2403,18 +2415,6 @@ void init_ai_frame(void)
}
}
// ----------------------------------------------------------------------------
// Return firing status.
// If ready to fire a weapon, return true, else return false.
// Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
int ready_to_fire(robot_info *robptr, ai_local *ailp)
{
if (robptr->weapon_type2 != -1)
return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
else
return (ailp->next_fire <= 0);
}
// ----------------------------------------------------------------------------
// Make a robot near the player snipe.
#define MNRS_SEG_MAX 70