Linux: Fixed some warnings in ai_dmnet

This commit is contained in:
Walter Julius Hennecke 2012-12-31 12:57:39 +01:00
parent f9f18c4f11
commit 355b6d5638
2 changed files with 23 additions and 24 deletions

View file

@ -81,7 +81,7 @@ BotRecordNodeSwitch
*/
vmCvar_t bot_showstates;
void BotRecordNodeSwitch(bot_state_t *bs, char *node, char *str, char *s) {
void BotRecordNodeSwitch(bot_state_t *bs, const char *node, const char *str, const char *s) {
char netname[MAX_NETNAME];
ClientName(bs->client, netname, sizeof(netname));
@ -1111,7 +1111,7 @@ int BotLongTermGoal(bot_state_t *bs, int tfl, int retreat, bot_goal_t *goal) {
AIEnter_Intermission
==================
*/
void AIEnter_Intermission(bot_state_t *bs, char *s) {
void AIEnter_Intermission(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "intermission", "", s);
//reset the bot state
BotResetState(bs);
@ -1146,7 +1146,7 @@ int AINode_Intermission(bot_state_t *bs) {
AIEnter_Observer
==================
*/
void AIEnter_Observer(bot_state_t *bs, char *s) {
void AIEnter_Observer(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "observer", "", s);
//reset the bot state
BotResetState(bs);
@ -1171,7 +1171,7 @@ int AINode_Observer(bot_state_t *bs) {
AIEnter_Stand
==================
*/
void AIEnter_Stand(bot_state_t *bs, char *s) {
void AIEnter_Stand(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "stand", "", s);
bs->standfindenemy_time = FloatTime() + 1;
bs->ainode = AINode_Stand;
@ -1215,7 +1215,7 @@ int AINode_Stand(bot_state_t *bs) {
AIEnter_Respawn
==================
*/
void AIEnter_Respawn(bot_state_t *bs, char *s) {
void AIEnter_Respawn(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "respawn", "", s);
//reset some states
gi.BotResetMoveState(bs->ms);
@ -1420,7 +1420,7 @@ void BotClearPath(bot_state_t *bs, bot_moveresult_t *moveresult) {
AIEnter_Seek_ActivateEntity
==================
*/
void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s) {
void AIEnter_Seek_ActivateEntity(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "activate entity", "", s);
bs->ainode = AINode_Seek_ActivateEntity;
}
@ -1632,7 +1632,7 @@ int AINode_Seek_ActivateEntity(bot_state_t *bs) {
AIEnter_Seek_NBG
==================
*/
void AIEnter_Seek_NBG(bot_state_t *bs, char *s) {
void AIEnter_Seek_NBG(bot_state_t *bs, const char *s) {
bot_goal_t goal;
char buf[144];
@ -1767,7 +1767,7 @@ int AINode_Seek_NBG(bot_state_t *bs) {
AIEnter_Seek_LTG
==================
*/
void AIEnter_Seek_LTG(bot_state_t *bs, char *s) {
void AIEnter_Seek_LTG(bot_state_t *bs, const char *s) {
bot_goal_t goal;
char buf[144];
@ -1954,7 +1954,7 @@ int AINode_Seek_LTG(bot_state_t *bs)
AIEnter_Battle_Fight
==================
*/
void AIEnter_Battle_Fight(bot_state_t *bs, char *s) {
void AIEnter_Battle_Fight(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "battle fight", "", s);
gi.BotResetLastAvoidReach(bs->ms);
bs->ainode = AINode_Battle_Fight;
@ -2133,7 +2133,7 @@ int AINode_Battle_Fight(bot_state_t *bs) {
AIEnter_Battle_Chase
==================
*/
void AIEnter_Battle_Chase(bot_state_t *bs, char *s) {
void AIEnter_Battle_Chase(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "battle chase", "", s);
bs->chase_time = FloatTime();
bs->ainode = AINode_Battle_Chase;
@ -2273,7 +2273,7 @@ int AINode_Battle_Chase(bot_state_t *bs)
AIEnter_Battle_Retreat
==================
*/
void AIEnter_Battle_Retreat(bot_state_t *bs, char *s) {
void AIEnter_Battle_Retreat(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "battle retreat", "", s);
bs->ainode = AINode_Battle_Retreat;
}
@ -2462,7 +2462,7 @@ int AINode_Battle_Retreat(bot_state_t *bs) {
AIEnter_Battle_NBG
==================
*/
void AIEnter_Battle_NBG(bot_state_t *bs, char *s) {
void AIEnter_Battle_NBG(bot_state_t *bs, const char *s) {
BotRecordNodeSwitch(bs, "battle NBG", "", s);
bs->ainode = AINode_Battle_NBG;
}

View file

@ -16,18 +16,17 @@
#define MAX_NODESWITCHES 50
void AIEnter_Intermission(bot_state_t *bs, char *s);
void AIEnter_Observer(bot_state_t *bs, char *s);
void AIEnter_Respawn(bot_state_t *bs, char *s);
void AIEnter_Stand(bot_state_t *bs, char *s);
void AIEnter_Seek_ActivateEntity(bot_state_t *bs, char *s);
void AIEnter_Seek_NBG(bot_state_t *bs, char *s);
void AIEnter_Seek_LTG(bot_state_t *bs, char *s);
void AIEnter_Seek_Camp(bot_state_t *bs, char *s);
void AIEnter_Battle_Fight(bot_state_t *bs, char *s);
void AIEnter_Battle_Chase(bot_state_t *bs, char *s);
void AIEnter_Battle_Retreat(bot_state_t *bs, char *s);
void AIEnter_Battle_NBG(bot_state_t *bs, char *s);
void AIEnter_Intermission(bot_state_t *bs, const char *s);
void AIEnter_Observer(bot_state_t *bs, const char *s);
void AIEnter_Respawn(bot_state_t *bs, const char *s);
void AIEnter_Stand(bot_state_t *bs, const char *s);
void AIEnter_Seek_ActivateEntity(bot_state_t *bs, const char *s);
void AIEnter_Seek_NBG(bot_state_t *bs, const char *s);
void AIEnter_Seek_LTG(bot_state_t *bs, const char *s);
void AIEnter_Battle_Fight(bot_state_t *bs, const char *s);
void AIEnter_Battle_Chase(bot_state_t *bs, const char *s);
void AIEnter_Battle_Retreat(bot_state_t *bs, const char *s);
void AIEnter_Battle_NBG(bot_state_t *bs, const char *s);
int AINode_Intermission(bot_state_t *bs);
int AINode_Observer(bot_state_t *bs);
int AINode_Respawn(bot_state_t *bs);