Make ready_to_fire static
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@ -110,7 +110,6 @@ extern void init_robots_for_level(void);
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extern int ai_behavior_to_mode(int behavior);
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#if defined(DXX_BUILD_DESCENT_II)
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extern void create_path_to_segment(object *objp, int goalseg, int max_length, int safety_flag);
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extern int ready_to_fire(robot_info *robptr, ai_local *ailp);
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extern int polish_path(object *objp, point_seg *psegs, int num_points);
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extern void move_towards_player(object *objp, vms_vector *vec_to_player);
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#endif
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@ -286,6 +286,18 @@ static const sbyte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE]
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}
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};
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// ----------------------------------------------------------------------------
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// Return firing status.
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// If ready to fire a weapon, return true, else return false.
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// Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
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static int ready_to_fire(robot_info *robptr, ai_local *ailp)
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{
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if (robptr->weapon_type2 != -1)
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return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
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else
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return (ailp->next_fire <= 0);
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}
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// ---------------------------------------------------------------------------------------------------------------------
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// Given a behavior, set initial mode.
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int ai_behavior_to_mode(int behavior)
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@ -2403,18 +2415,6 @@ void init_ai_frame(void)
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}
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}
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// ----------------------------------------------------------------------------
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// Return firing status.
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// If ready to fire a weapon, return true, else return false.
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// Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
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int ready_to_fire(robot_info *robptr, ai_local *ailp)
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{
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if (robptr->weapon_type2 != -1)
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return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
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else
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return (ailp->next_fire <= 0);
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}
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// ----------------------------------------------------------------------------
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// Make a robot near the player snipe.
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#define MNRS_SEG_MAX 70
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