Narrow D2 consecutive_retries to uint8_t

This commit is contained in:
Kp 2015-04-02 02:36:53 +00:00
parent a36603826a
commit bb10d350f4

View file

@ -175,15 +175,14 @@ struct ai_local : public prohibit_void_ptr<ai_local>
// These used to be bytes, changed to ints so I could set watchpoints on them.
player_awareness_type_t player_awareness_type; // type of awareness of player
uint8_t retry_count; // number of retries in physics last time this object got moved.
uint8_t consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
#if defined(DXX_BUILD_DESCENT_I)
sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
sbyte mode; // current mode within behavior
sbyte previous_visibility; // Visibility of player last time we checked.
sbyte rapidfire_count; // number of shots fired rapidly
segnum_t goal_segment; // goal segment for current path
fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
#elif defined(DXX_BUILD_DESCENT_II)
int consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
int mode; // current mode within behavior
int previous_visibility; // Visibility of player last time we checked.
int rapidfire_count; // number of shots fired rapidly