Index: team/macro.h
===================================================================
--- team/macro.h (révision 4469)
+++ team/macro.h (copie de travail)
@@ -42,9 +42,9 @@
FOR_EACH_LIVING_AND_DEAD_CHARACTER(team,character) \
if (!character -> IsGhost())
-#define FOR_EACH_LIVING_CHARACTER(team,character) \
+#define FOR_EACH_LIVING_CHARACTER(team,character) \
FOR_EACH_LIVING_AND_DEAD_CHARACTER(team,character) \
- if (!character -> IsDead())
+ if (!character -> IsDead())
#define FOR_ALL_LIVING_AND_DEAD_CHARACTER(team, character) \
FOR_EACH_TEAM(team) \
@@ -58,10 +58,10 @@
FOR_EACH_TEAM(team) \
FOR_EACH_LIVING_CHARACTER(*team,character)
-#define FOR_ALL_LIVING_ENEMIES(shooter,team,character) \
- FOR_EACH_TEAM(team) \
- if (!(*team)->IsSameAs(shooter.GetTeam())) \
- FOR_EACH_LIVING_CHARACTER(*team,character)
+#define FOR_ALL_LIVING_ENEMIES(shooter,team,character) \
+ FOR_EACH_TEAM(team) \
+ if (!(*team)->IsSameAs(shooter.GetTeam())) \
+ FOR_EACH_LIVING_CHARACTER(*team,character)
//-----------------------------------------------------------------------------
#endif
Index: ai/ai_shoot_module.cpp
===================================================================
--- ai/ai_shoot_module.cpp (révision 4469)
+++ ai/ai_shoot_module.cpp (copie de travail)
@@ -350,8 +350,7 @@
}
m_current_time = current_time;
-
- FindEnemy();
+ m_enemy = FindEnemy();
ChooseDirection();
switch (m_current_strategy) {
@@ -373,6 +372,8 @@
}
m_enemy = &(*character);
Shoot();
+ // If IA selected ProximityWeapon, he needs to go back, in the
opposite direction (otherwises BOOM :-) )
+
ActiveCharacter().SetDirection((ActiveCharacter().GetDirection()) ==
DIRECTION_RIGHT ? DIRECTION_LEFT : DIRECTION_RIGHT;);
}
}
break;
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