From bb10d350f473f10e168be08ea76f468043b4da9d Mon Sep 17 00:00:00 2001 From: Kp Date: Thu, 2 Apr 2015 02:36:53 +0000 Subject: [PATCH] Narrow D2 consecutive_retries to uint8_t --- common/main/aistruct.h | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/common/main/aistruct.h b/common/main/aistruct.h index de16bc8e6..552581b07 100644 --- a/common/main/aistruct.h +++ b/common/main/aistruct.h @@ -175,15 +175,14 @@ struct ai_local : public prohibit_void_ptr // 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