Narrow D2 retry_count to uint8_t
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@ -174,8 +174,8 @@ struct ai_local : public prohibit_void_ptr<ai_local>
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{
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// These used to be bytes, changed to ints so I could set watchpoints on them.
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player_awareness_type_t player_awareness_type; // type of awareness of player
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uint8_t retry_count; // number of retries in physics last time this object got moved.
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#if defined(DXX_BUILD_DESCENT_I)
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sbyte retry_count; // number of retries in physics last time this object got moved.
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sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
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sbyte mode; // current mode within behavior
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sbyte previous_visibility; // Visibility of player last time we checked.
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@ -183,7 +183,6 @@ struct ai_local : public prohibit_void_ptr<ai_local>
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segnum_t 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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#elif defined(DXX_BUILD_DESCENT_II)
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int retry_count; // number of retries in physics last time this object got moved.
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int consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
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int mode; // current mode within behavior
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int previous_visibility; // Visibility of player last time we checked.
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