Improve combat_ai.cc readability
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src/combat_ai.cc
727
src/combat_ai.cc
File diff suppressed because it is too large
Load Diff
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@ -44,10 +44,10 @@ int aiSetAttackWho(Object* critter, int attackWho);
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int aiSetChemUse(Object* critter, int chemUse);
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int aiSetChemUse(Object* critter, int chemUse);
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int aiGetDisposition(Object* obj);
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int aiGetDisposition(Object* obj);
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int aiSetDisposition(Object* obj, int a2);
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int aiSetDisposition(Object* obj, int a2);
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int _caiSetupTeamCombat(Object* a1, Object* a2);
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int _caiSetupTeamCombat(Object* attackerTeam, Object* defenderTeam);
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int _caiTeamCombatInit(Object** a1, int a2);
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int _caiTeamCombatInit(Object** crittersList, int crittersListLength);
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void _caiTeamCombatExit();
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void _caiTeamCombatExit();
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Object* _ai_search_inven_weap(Object* critter, int a2, Object* a3);
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Object* _ai_search_inven_weap(Object* critter, bool checkRequiredActionPoints, Object* defender);
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Object* _ai_search_inven_armor(Object* critter);
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Object* _ai_search_inven_armor(Object* critter);
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int _cAIPrepWeaponItem(Object* critter, Object* item);
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int _cAIPrepWeaponItem(Object* critter, Object* item);
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void aiAttemptWeaponReload(Object* critter, int animate);
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void aiAttemptWeaponReload(Object* critter, int animate);
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@ -59,9 +59,9 @@ bool _combatai_want_to_join(Object* a1);
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bool _combatai_want_to_stop(Object* a1);
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bool _combatai_want_to_stop(Object* a1);
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int critterSetTeam(Object* obj, int team);
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int critterSetTeam(Object* obj, int team);
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int critterSetAiPacket(Object* object, int aiPacket);
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int critterSetAiPacket(Object* object, int aiPacket);
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int _combatai_msg(Object* a1, Attack* attack, int a3, int a4);
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int _combatai_msg(Object* critter, Attack* attack, int type, int delay);
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Object* _combat_ai_random_target(Attack* attack);
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Object* _combat_ai_random_target(Attack* attack);
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int _combatai_check_retaliation(Object* a1, Object* a2);
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void _combatai_check_retaliation(Object* a1, Object* a2);
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bool isWithinPerception(Object* a1, Object* a2);
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bool isWithinPerception(Object* a1, Object* a2);
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void aiMessageListReloadIfNeeded();
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void aiMessageListReloadIfNeeded();
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void _combatai_notify_onlookers(Object* a1);
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void _combatai_notify_onlookers(Object* a1);
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