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author | Eugene Sandulenko | 2019-07-16 20:18:26 +0200 |
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committer | Eugene Sandulenko | 2019-09-03 17:17:21 +0200 |
commit | 39bbc59cb559c55b88ebb4c7a67e5505577d0209 (patch) | |
tree | 08bc926cda8349141eabb8442cfde8a577d4bffa /engines/hdb/ai.h | |
parent | 55a650d5feadb5913e4bc7fa35a2d45852dc7d05 (diff) | |
download | scummvm-rg350-39bbc59cb559c55b88ebb4c7a67e5505577d0209.tar.gz scummvm-rg350-39bbc59cb559c55b88ebb4c7a67e5505577d0209.tar.bz2 scummvm-rg350-39bbc59cb559c55b88ebb4c7a67e5505577d0209.zip |
HDB: Fix data types in AIEntity
Diffstat (limited to 'engines/hdb/ai.h')
-rw-r--r-- | engines/hdb/ai.h | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/engines/hdb/ai.h b/engines/hdb/ai.h index b7c5c087ed..f24000738b 100644 --- a/engines/hdb/ai.h +++ b/engines/hdb/ai.h @@ -402,26 +402,26 @@ struct AIEntity { char luaFuncInit[32]; // Lua function for Init (always called after entity's init). These are ptrs into the map header. char luaFuncAction[32]; // Lua function for Action char luaFuncUse[32]; // Lua function for Use - uint16 level; // which floor level we're on - uint16 value1, value2; // extra values we might need + int16 level; // which floor level we're on + int16 value1, value2; // extra values we might need AIDir dir2; // this is from TED - uint16 x, y; + int16 x, y; int16 drawXOff, drawYOff; // might need a drawing offset - uint16 onScreen; // FLAG: is this entity onscreen? - uint16 moveSpeed; // movement speed of this entity + int16 onScreen; // FLAG: is this entity onscreen? + int16 moveSpeed; // movement speed of this entity int16 xVel, yVel; // movement values - uint16 tileX, tileY; - uint16 goalX, goalY; // where we're trying to go - TILE COORDS + int16 tileX, tileY; + int16 goalX, goalY; // where we're trying to go - TILE COORDS int16 touchpX, touchpY, touchpTile, touchpWait; // ACTION index a touchplate is using, which you're on - uint32 stunnedWait; // if we're stunned, this is the delay before being normal again + int32 stunnedWait; // if we're stunned, this is the delay before being normal again int16 sequence; // to use for specially-coded sequences char entityName[32]; // the name of the entity, as registered by the Lua init function for the entity char printedName[32]; // the name of the entity/item, the way it should be printed - uint16 animFrame; // which frame we're on - uint16 animDelay; // changes every frame; based on anim_cycle at start - uint16 animCycle; // delay between frame animations + int16 animFrame; // which frame we're on + int16 animDelay; // changes every frame; based on anim_cycle at start + int16 animCycle; // delay between frame animations union { uint16 blinkFrames; @@ -435,28 +435,28 @@ struct AIEntity { }; Tile *special1Gfx[kMaxAnimFrames]; - uint16 standdownFrames; + int16 standdownFrames; Tile *standdownGfx[kMaxAnimFrames]; - uint16 standupFrames; + int16 standupFrames; Tile *standupGfx[kMaxAnimFrames]; - uint16 standleftFrames; + int16 standleftFrames; Tile *standleftGfx[kMaxAnimFrames]; - uint16 standrightFrames; + int16 standrightFrames; Tile *standrightGfx[kMaxAnimFrames]; - uint16 moveupFrames; + int16 moveupFrames; Tile *moveupGfx[kMaxAnimFrames]; - uint16 movedownFrames; + int16 movedownFrames; Tile *movedownGfx[kMaxAnimFrames]; - uint16 moveleftFrames; + int16 moveleftFrames; Tile *moveleftGfx[kMaxAnimFrames]; - uint16 moverightFrames; + int16 moverightFrames; Tile *moverightGfx[kMaxAnimFrames]; AIEntity() { |