Rename D1 ai_local::wait_time to ::next_action_time to match D2
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@ -172,7 +172,6 @@ struct ai_local
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sbyte rapidfire_count; // number of shots fired rapidly
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short goal_segment; // goal segment for current path
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fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
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fix wait_time; // time in seconds until something happens, mode dependent
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#elif defined(DXX_BUILD_DESCENT_II)
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int player_awareness_type; // type of awareness of player
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int retry_count; // number of retries in physics last time this object got moved.
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@ -181,8 +180,8 @@ struct ai_local
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int previous_visibility; // Visibility of player last time we checked.
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int rapidfire_count; // number of shots fired rapidly
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int goal_segment; // goal segment for current path
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fix next_action_time; // time in seconds until something happens, mode dependent
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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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fix next_fire2; // time in seconds until can fire again from second weapon
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@ -258,8 +257,6 @@ struct ai_local_rw
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sbyte rapidfire_count; // number of shots fired rapidly
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short goal_segment; // goal segment for current path
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fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
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fix wait_time; // time in seconds until something happens, mode dependent
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#elif defined(DXX_BUILD_DESCENT_II)
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int player_awareness_type; // type of awareness of player
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int retry_count; // number of retries in physics last time this object got moved.
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@ -268,8 +265,8 @@ struct ai_local_rw
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int previous_visibility; // Visibility of player last time we checked.
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int rapidfire_count; // number of shots fired rapidly
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int goal_segment; // goal segment for current path
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fix next_action_time; // time in seconds until something happens, mode dependent
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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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fix next_fire2; // time in seconds until can fire again from second weapon
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@ -455,7 +455,6 @@ void init_ai_object(object *objp, int behavior, int hide_segment)
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// This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
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vm_vec_zero(&objp->mtype.phys_info.velocity);
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// -- ailp->wait_time = F1_0*5;
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ailp->player_awareness_time = 0;
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ailp->player_awareness_type = 0;
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aip->GOAL_STATE = AIS_SRCH;
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@ -4426,11 +4425,10 @@ static void state_ai_local_to_ai_local_rw(ai_local *ail, ai_local_rw *ail_rw)
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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_attack_time = ail->last_attack_time;
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ail_rw->wait_time = ail->wait_time;
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#elif defined(DXX_BUILD_DESCENT_II)
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ail_rw->next_action_time = ail->next_action_time;
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ail_rw->next_fire2 = ail->next_fire2;
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#endif
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ail_rw->next_action_time = ail->next_action_time;
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ail_rw->next_fire = ail->next_fire;
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ail_rw->player_awareness_time = ail->player_awareness_time;
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if (ail->time_player_seen - GameTime64 < F1_0*(-18000))
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@ -4590,7 +4588,7 @@ static void ai_local_read_swap(ai_local *ail, int swap, PHYSFS_file *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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ail->last_attack_time = PHYSFSX_readSXE32(fp, swap);
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ail->wait_time = 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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#elif defined(DXX_BUILD_DESCENT_II)
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ail->player_awareness_type = PHYSFSX_readSXE32(fp, swap);
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