Remove unused Do_ai_flag
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@ -239,17 +239,6 @@ extern fix64 Boss_hit_time;
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// These globals are set by a call to find_vector_intersection, which is a slow routine,
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// so we don't want to call it again (for this object) unless we have to.
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#ifndef NDEBUG
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// Index into this array with ailp->mode
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// Index into this array with aip->behavior
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// Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
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extern int Do_ai_flag;
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#endif //ifndef NDEBUG
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extern int Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing.
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// -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility);
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@ -1603,10 +1603,6 @@ void do_ai_robot_hit(const vobjptridx_t objp, player_awareness_type_t type)
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}
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}
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#ifndef NDEBUG
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int Do_ai_flag=1;
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#endif
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#define CHASE_TIME_LENGTH (F1_0*8)
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#define DEFAULT_ROBOT_SOUND_VOLUME F1_0
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int Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
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@ -2973,9 +2969,6 @@ void do_ai_frame(const vobjptridx_t obj)
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if ((aip->behavior == ai_behavior::AIB_RUN_FROM) && (ailp->mode != ai_mode::AIM_RUN_FROM_OBJECT))
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Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
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if (!Do_ai_flag)
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return;
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if (Break_on_object != object_none)
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if ((obj) == Break_on_object)
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Int3(); // Contact Mike: This is a debug break
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