Difference for main/robot.h from version 1.1 to 1.2


version 1.1 version 1.2
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  * Header for robot.c   * Header for robot.c
  *    *
  * $Log$   * $Log$
  * Revision 1.1  1999/06/14 22:13:04  donut   * Revision 1.2  2003/03/09 06:41:01  donut
  * Initial revision   * change byte typedef to sbyte to avoid conflict with win32 byte which is unsigned
    *
    * Revision 1.1.1.1  1999/06/14 22:13:04  donut
    * Import of d1x 1.37 source.
  *   *
  * Revision 2.1  1995/03/07  16:52:00  john   * Revision 2.1  1995/03/07  16:52:00  john
  * Fixed robots not moving without edtiro bug.   * Fixed robots not moving without edtiro bug.
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  short exp2_vclip_num;   short exp2_vclip_num;
  short exp2_sound_num;   short exp2_sound_num;
  short weapon_type;   short weapon_type;
  byte contains_id; // ID of powerup this robot can contain.   sbyte contains_id; // ID of powerup this robot can contain.
  byte contains_count; // Max number of things this instance can contain.   sbyte contains_count; // Max number of things this instance can contain.
  byte contains_prob; // Probability that this instance will contain something in N/16   sbyte contains_prob; // Probability that this instance will contain something in N/16
  byte contains_type; // Type of thing contained, robot or powerup, in bitmaps.tbl, !0=robot, 0=powerup   sbyte contains_type; // Type of thing contained, robot or powerup, in bitmaps.tbl, !0=robot, 0=powerup
  int score_value; // Score from this robot.   int score_value; // Score from this robot.
  fix lighting; // should this be here or with polygon model?   fix lighting; // should this be here or with polygon model?
  fix strength; // Initial shields of robot   fix strength; // Initial shields of robot
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  fix max_speed[NDL]; // maximum speed attainable by this robot   fix max_speed[NDL]; // maximum speed attainable by this robot
  fix circle_distance[NDL]; // distance at which robot circles player   fix circle_distance[NDL]; // distance at which robot circles player
   
  byte rapidfire_count[NDL]; // number of shots fired rapidly   sbyte rapidfire_count[NDL]; // number of shots fired rapidly
  byte evade_speed[NDL]; // rate at which robot can evade shots, 0=none, 4=very fast   sbyte evade_speed[NDL]; // rate at which robot can evade shots, 0=none, 4=very fast
  byte cloak_type; // 0=never, 1=always, 2=except-when-firing   sbyte cloak_type; // 0=never, 1=always, 2=except-when-firing
  byte attack_type; // 0=firing, 1=charge (like green guy)   sbyte attack_type; // 0=firing, 1=charge (like green guy)
  byte boss_flag; // 0 = not boss, 1 = boss.  Is that surprising?   sbyte boss_flag; // 0 = not boss, 1 = boss.  Is that surprising?
  ubyte see_sound; // sound robot makes when it first sees the player   ubyte see_sound; // sound robot makes when it first sees the player
  ubyte attack_sound; // sound robot makes when it attacks the player   ubyte attack_sound; // sound robot makes when it attacks the player
  ubyte claw_sound; // sound robot makes as it claws you (attack_type should be 1)   ubyte claw_sound; // sound robot makes as it claws you (attack_type should be 1)

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line(s) removed in v.1.1 
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 line(s) added in v.1.2