Due to conversion from fix64 to fix Boss_dying_start_time was not 0 when saving even if boss was not dead - fixed; Fixed warning about set but unused variable
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@ -1,5 +1,9 @@
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D2X-Rebirth Changelog
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20110826
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--------
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main/ai.c: Due to conversion from fix64 to fix Boss_dying_start_time was not 0 when saving even if boss was not dead - fixed; Fixed warning about set but unused variable
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20110720
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--------
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main/menu: Added Polygon model viewer and GameBitmaps viewer in non-Release build for debugging, messing around, DXX-Redrawn, etc.
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11
main/ai.c
11
main/ai.c
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@ -625,7 +625,6 @@ _exit_cheat:
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default:
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{
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int pv;
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fix dtp = dist_to_player/4;
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if (aip->GOAL_STATE == AIS_FLIN)
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aip->GOAL_STATE = AIS_FIRE;
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@ -639,7 +638,6 @@ _exit_cheat:
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// If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
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pv = 0;
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dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
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}
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do_boss_stuff(obj, pv);
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@ -1617,10 +1615,19 @@ int ai_save_state(PHYSFS_file *fp)
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tmptime32 = Last_gate_time - GameTime64;
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PHYSFS_write(fp, &tmptime32, sizeof(fix), 1);
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PHYSFS_write(fp, &Gate_interval, sizeof(fix), 1);
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if (Boss_dying_start_time == 0) // if Boss not dead, yet we expect this to be 0, so do not convert!
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{
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tmptime32 = 0;
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}
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else
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{
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if (Boss_dying_start_time - GameTime64 < F1_0*(-18000))
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tmptime32 = F1_0*(-18000);
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else
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tmptime32 = Boss_dying_start_time - GameTime64;
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if (tmptime32 == 0) // now if our converted value went 0 we should do something against it
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tmptime32 = -1;
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}
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PHYSFS_write(fp, &tmptime32, sizeof(fix), 1);
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PHYSFS_write(fp, &Boss_dying, sizeof(int), 1);
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PHYSFS_write(fp, &Boss_dying_sound_playing, sizeof(int), 1);
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