From 7cf6877e2ae15e497fb9e35d37280754108d2df1 Mon Sep 17 00:00:00 2001 From: Kp Date: Wed, 25 Dec 2013 22:46:43 +0000 Subject: [PATCH] Rename D1 ai_local::wait_time to ::next_action_time to match D2 --- common/main/aistruct.h | 7 ++----- similar/main/ai.cpp | 6 ++---- 2 files changed, 4 insertions(+), 9 deletions(-) diff --git a/common/main/aistruct.h b/common/main/aistruct.h index 7969691b2..0f4a295eb 100644 --- a/common/main/aistruct.h +++ b/common/main/aistruct.h @@ -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 diff --git a/similar/main/ai.cpp b/similar/main/ai.cpp index 4ca4fa7e8..cc84be4f6 100644 --- a/similar/main/ai.cpp +++ b/similar/main/ai.cpp @@ -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);