Narrow D2 consecutive_retries to uint8_t
This commit is contained in:
parent
a36603826a
commit
bb10d350f4
|
@ -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.
|
// 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
|
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 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)
|
#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 mode; // current mode within behavior
|
||||||
sbyte previous_visibility; // Visibility of player last time we checked.
|
sbyte previous_visibility; // Visibility of player last time we checked.
|
||||||
sbyte rapidfire_count; // number of shots fired rapidly
|
sbyte rapidfire_count; // number of shots fired rapidly
|
||||||
segnum_t goal_segment; // goal segment for current path
|
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
|
fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
|
||||||
#elif defined(DXX_BUILD_DESCENT_II)
|
#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 mode; // current mode within behavior
|
||||||
int previous_visibility; // Visibility of player last time we checked.
|
int previous_visibility; // Visibility of player last time we checked.
|
||||||
int rapidfire_count; // number of shots fired rapidly
|
int rapidfire_count; // number of shots fired rapidly
|
||||||
|
|
Loading…
Reference in a new issue