From face6921263c1ba579d8774442d3f5eab54970ea Mon Sep 17 00:00:00 2001 From: Kp Date: Thu, 2 Apr 2015 02:36:53 +0000 Subject: [PATCH] Narrow D2 previous_visibility 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 d249a0b98..9a7deba43 100644 --- a/common/main/aistruct.h +++ b/common/main/aistruct.h @@ -176,15 +176,14 @@ struct ai_local : public prohibit_void_ptr 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) + uint8_t previous_visibility; // Visibility of player last time we checked. uint8_t rapidfire_count; // number of shots fired rapidly #if defined(DXX_BUILD_DESCENT_I) sbyte mode; // current mode within behavior - sbyte previous_visibility; // Visibility of player last time we checked. 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 mode; // current mode within behavior - int previous_visibility; // Visibility of player last time we checked. segnum_t goal_segment; // goal segment for current path #endif fix next_action_time; // time in seconds until something happens, mode dependent