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https://github.com/UberGames/EF2GameSource.git
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Linux: Fixed some warnings in ai_dmnet
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parent
f9f18c4f11
commit
355b6d5638
2 changed files with 23 additions and 24 deletions
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@ -81,7 +81,7 @@ BotRecordNodeSwitch
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*/
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vmCvar_t bot_showstates;
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void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str, char *s) {
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void BotRecordNodeSwitch(bot_state_t *bs, const char *node, const char *str, const char *s) {
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char netname[MAX_NETNAME];
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ClientName(bs->client, netname, sizeof(netname));
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@ -1111,7 +1111,7 @@ int BotLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) {
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AIEnter_Intermission
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==================
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*/
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void AIEnter_Intermission(bot_state_t *bs, char *s) {
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void AIEnter_Intermission(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "intermission", "", s);
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//reset the bot state
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BotResetState(bs);
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@ -1146,7 +1146,7 @@ int AINode_Intermission(bot_state_t *bs) {
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AIEnter_Observer
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==================
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*/
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void AIEnter_Observer(bot_state_t *bs, char *s) {
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void AIEnter_Observer(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "observer", "", s);
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//reset the bot state
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BotResetState(bs);
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@ -1171,7 +1171,7 @@ int AINode_Observer(bot_state_t *bs) {
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AIEnter_Stand
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==================
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*/
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void AIEnter_Stand(bot_state_t *bs, char *s) {
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void AIEnter_Stand(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "stand", "", s);
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bs->standfindenemy_time = FloatTime() + 1;
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bs->ainode = AINode_Stand;
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@ -1215,7 +1215,7 @@ int AINode_Stand(bot_state_t *bs) {
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AIEnter_Respawn
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==================
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*/
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void AIEnter_Respawn(bot_state_t *bs, char *s) {
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void AIEnter_Respawn(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "respawn", "", s);
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//reset some states
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gi.BotResetMoveState(bs->ms);
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@ -1420,7 +1420,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
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AIEnter_Seek_ActivateEntity
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==================
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*/
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void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s) {
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void AIEnter_Seek_ActivateEntity(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "activate entity", "", s);
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bs->ainode = AINode_Seek_ActivateEntity;
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}
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@ -1632,7 +1632,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) {
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AIEnter_Seek_NBG
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==================
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*/
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void AIEnter_Seek_NBG(bot_state_t *bs, char *s) {
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void AIEnter_Seek_NBG(bot_state_t *bs, const char *s) {
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bot_goal_t goal;
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char buf[144];
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@ -1767,7 +1767,7 @@ int AINode_Seek_NBG(bot_state_t *bs) {
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AIEnter_Seek_LTG
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==================
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*/
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void AIEnter_Seek_LTG(bot_state_t *bs, char *s) {
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void AIEnter_Seek_LTG(bot_state_t *bs, const char *s) {
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bot_goal_t goal;
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char buf[144];
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@ -1954,7 +1954,7 @@ int AINode_Seek_LTG(bot_state_t *bs)
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AIEnter_Battle_Fight
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==================
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*/
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void AIEnter_Battle_Fight(bot_state_t *bs, char *s) {
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void AIEnter_Battle_Fight(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "battle fight", "", s);
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gi.BotResetLastAvoidReach(bs->ms);
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bs->ainode = AINode_Battle_Fight;
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@ -2133,7 +2133,7 @@ int AINode_Battle_Fight(bot_state_t *bs) {
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AIEnter_Battle_Chase
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==================
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*/
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void AIEnter_Battle_Chase(bot_state_t *bs, char *s) {
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void AIEnter_Battle_Chase(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "battle chase", "", s);
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bs->chase_time = FloatTime();
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bs->ainode = AINode_Battle_Chase;
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@ -2273,7 +2273,7 @@ int AINode_Battle_Chase(bot_state_t *bs)
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AIEnter_Battle_Retreat
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==================
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*/
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void AIEnter_Battle_Retreat(bot_state_t *bs, char *s) {
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void AIEnter_Battle_Retreat(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "battle retreat", "", s);
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bs->ainode = AINode_Battle_Retreat;
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}
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@ -2462,7 +2462,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) {
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AIEnter_Battle_NBG
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==================
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*/
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void AIEnter_Battle_NBG(bot_state_t *bs, char *s) {
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void AIEnter_Battle_NBG(bot_state_t *bs, const char *s) {
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BotRecordNodeSwitch(bs, "battle NBG", "", s);
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bs->ainode = AINode_Battle_NBG;
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}
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@ -16,18 +16,17 @@
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#define MAX_NODESWITCHES 50
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void AIEnter_Intermission(bot_state_t *bs, char *s);
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void AIEnter_Observer(bot_state_t *bs, char *s);
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void AIEnter_Respawn(bot_state_t *bs, char *s);
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void AIEnter_Stand(bot_state_t *bs, char *s);
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void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s);
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void AIEnter_Seek_NBG(bot_state_t *bs, char *s);
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void AIEnter_Seek_LTG(bot_state_t *bs, char *s);
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void AIEnter_Seek_Camp(bot_state_t *bs, char *s);
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void AIEnter_Battle_Fight(bot_state_t *bs, char *s);
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void AIEnter_Battle_Chase(bot_state_t *bs, char *s);
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void AIEnter_Battle_Retreat(bot_state_t *bs, char *s);
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void AIEnter_Battle_NBG(bot_state_t *bs, char *s);
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void AIEnter_Intermission(bot_state_t *bs, const char *s);
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void AIEnter_Observer(bot_state_t *bs, const char *s);
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void AIEnter_Respawn(bot_state_t *bs, const char *s);
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void AIEnter_Stand(bot_state_t *bs, const char *s);
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void AIEnter_Seek_ActivateEntity(bot_state_t *bs, const char *s);
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void AIEnter_Seek_NBG(bot_state_t *bs, const char *s);
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void AIEnter_Seek_LTG(bot_state_t *bs, const char *s);
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void AIEnter_Battle_Fight(bot_state_t *bs, const char *s);
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void AIEnter_Battle_Chase(bot_state_t *bs, const char *s);
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void AIEnter_Battle_Retreat(bot_state_t *bs, const char *s);
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void AIEnter_Battle_NBG(bot_state_t *bs, const char *s);
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int AINode_Intermission(bot_state_t *bs);
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int AINode_Observer(bot_state_t *bs);
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int AINode_Respawn(bot_state_t *bs);
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