- fixed compilation.

This commit is contained in:
Christoph Oelckers 2020-05-22 18:35:25 +02:00
parent 37c5245775
commit f9a3ca8b6f
3 changed files with 7 additions and 7 deletions

View file

@ -2359,8 +2359,6 @@ const EXPLOSION explodeInfo[] = {
},
};
int gDudeDrag = 0x2a00;
short gAffectedSectors[kMaxSectors];
short gAffectedXWalls[kMaxXWalls];
static const short gPlayerGibThingComments[] = {

View file

@ -552,7 +552,7 @@ void nnExtInitModernStuff(bool bSaveLoad) {
if (pXCond2->rxID != rx || pCond2->index == pCond->index || sum1 != sum2) continue;
else if ((pCond2->type != pCond->type) ^ (pCond2->cstat != pCond->cstat)) {
initprintf("> ELSE IF found for condition #%d (RX ID: %d, CONDID: %d)\n", i, rx, pXCond->data1);
Printf("> ELSE IF found for condition #%d (RX ID: %d, CONDID: %d)\n", i, rx, pXCond->data1);
pXCond2->rxID = pXCond2->busyTime = 0;
pXCond->sysData2 = pCond2->index;
i = a; found = true;
@ -1569,7 +1569,8 @@ void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCt
for (int i = 0; i < 11; i++) {
if (gWeaponItemData[i].type != weapon) continue;
WEAPONITEMDATA* pWeaponData = &gWeaponItemData[i]; int nAmmoType = pWeaponData->ammoType;
const WEAPONITEMDATA* pWeaponData = &gWeaponItemData[i];
int nAmmoType = pWeaponData->ammoType;
switch (pXSource->data2) {
case 1:
pPlayer->hasWeapon[weapon] = true;

View file

@ -61,9 +61,11 @@ BEGIN_BLD_NS
#define kModernTypeFlag4 0x0004
#define kMaxRandomizeRetries 16
#define kPercentFull 100
#define kPercFull 100
#define kCondRange 100
// modern statnums
enum {
kStatModernBase = 20,
@ -71,7 +73,7 @@ kStatModernDudeTargetChanger = kStatModernBase,
kStatModernCondition = 21,
kStatModernEventRedirector = 22,
kStatModernPlayerLinker = 23,
kStatModernSeqSpawner = 24,
kStatModernBrokenDudeLeech = 24,
kStatModernQavScene = 25,
kStatModernTmp = 39,
kStatModernMax = 40,
@ -253,7 +255,6 @@ void aiSetGenIdleState(spritetype* pSprite, XSPRITE* pXSprite);
int aiFightGetTargetDist(spritetype* pSprite, DUDEINFO* pDudeInfo, spritetype* pTarget);
int aiFightGetFineTargetDist(spritetype* pSprite, spritetype* pTarget);
bool aiFightDudeCanSeeTarget(XSPRITE* pXDude, DUDEINFO* pDudeInfo, spritetype* pTarget);
bool aiFightIsAnnoyingUnit(spritetype* pDude);
bool aiFightUnitCanFly(spritetype* pDude);
bool aiFightIsMeleeUnit(spritetype* pDude);
bool aiFightDudeIsAffected(XSPRITE* pXDude);