Rename D1 ai_local::wait_time to ::next_action_time to match D2

This commit is contained in:
Kp 2013-12-25 22:46:43 +00:00
parent cf5343db18
commit 7cf6877e2a
2 changed files with 4 additions and 9 deletions

View file

@ -172,7 +172,6 @@ struct ai_local
sbyte rapidfire_count; // number of shots fired rapidly
short goal_segment; // goal segment for current path
fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
fix wait_time; // time in seconds until something happens, mode dependent
#elif defined(DXX_BUILD_DESCENT_II)
int player_awareness_type; // type of awareness of player
int retry_count; // number of retries in physics last time this object got moved.
@ -181,8 +180,8 @@ struct ai_local
int previous_visibility; // Visibility of player last time we checked.
int rapidfire_count; // number of shots fired rapidly
int goal_segment; // goal segment for current path
fix next_action_time; // time in seconds until something happens, mode dependent
#endif
fix next_action_time; // time in seconds until something happens, mode dependent
fix next_fire; // time in seconds until can fire again
#if defined(DXX_BUILD_DESCENT_II)
fix next_fire2; // time in seconds until can fire again from second weapon
@ -258,8 +257,6 @@ struct ai_local_rw
sbyte rapidfire_count; // number of shots fired rapidly
short goal_segment; // goal segment for current path
fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
fix wait_time; // time in seconds until something happens, mode dependent
#elif defined(DXX_BUILD_DESCENT_II)
int player_awareness_type; // type of awareness of player
int retry_count; // number of retries in physics last time this object got moved.
@ -268,8 +265,8 @@ struct ai_local_rw
int previous_visibility; // Visibility of player last time we checked.
int rapidfire_count; // number of shots fired rapidly
int goal_segment; // goal segment for current path
fix next_action_time; // time in seconds until something happens, mode dependent
#endif
fix next_action_time; // time in seconds until something happens, mode dependent
fix next_fire; // time in seconds until can fire again
#if defined(DXX_BUILD_DESCENT_II)
fix next_fire2; // time in seconds until can fire again from second weapon

View file

@ -455,7 +455,6 @@ void init_ai_object(object *objp, int behavior, int hide_segment)
// This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
vm_vec_zero(&objp->mtype.phys_info.velocity);
// -- ailp->wait_time = F1_0*5;
ailp->player_awareness_time = 0;
ailp->player_awareness_type = 0;
aip->GOAL_STATE = AIS_SRCH;
@ -4426,11 +4425,10 @@ static void state_ai_local_to_ai_local_rw(ai_local *ail, ai_local_rw *ail_rw)
#if defined(DXX_BUILD_DESCENT_I)
ail_rw->last_see_time = ail->last_see_time;
ail_rw->last_attack_time = ail->last_attack_time;
ail_rw->wait_time = ail->wait_time;
#elif defined(DXX_BUILD_DESCENT_II)
ail_rw->next_action_time = ail->next_action_time;
ail_rw->next_fire2 = ail->next_fire2;
#endif
ail_rw->next_action_time = ail->next_action_time;
ail_rw->next_fire = ail->next_fire;
ail_rw->player_awareness_time = ail->player_awareness_time;
if (ail->time_player_seen - GameTime64 < F1_0*(-18000))
@ -4590,7 +4588,7 @@ static void ai_local_read_swap(ai_local *ail, int swap, PHYSFS_file *fp)
ail->goal_segment = PHYSFSX_readSXE16(fp, swap);
ail->last_see_time = PHYSFSX_readSXE32(fp, swap);
ail->last_attack_time = PHYSFSX_readSXE32(fp, swap);
ail->wait_time = PHYSFSX_readSXE32(fp, swap);
ail->next_action_time = PHYSFSX_readSXE32(fp, swap);
ail->next_fire = PHYSFSX_readSXE32(fp, swap);
#elif defined(DXX_BUILD_DESCENT_II)
ail->player_awareness_type = PHYSFSX_readSXE32(fp, swap);