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conforms losmask to standard nomenclature

Azaezel 11 years ago
parent
commit
8aebb67aa1
1 changed files with 3 additions and 3 deletions
  1. 3 3
      Engine/source/T3D/aiPlayer.cpp

+ 3 - 3
Engine/source/T3D/aiPlayer.cpp

@@ -28,7 +28,7 @@
 #include "T3D/gameBase/moveManager.h"
 #include "T3D/gameBase/moveManager.h"
 #include "console/engineAPI.h"
 #include "console/engineAPI.h"
 
 
-static U32 AIPLAYER_LOSMASK = TerrainObjectType | WaterObjectType | 
+static U32 sAIPlayerLoSMask = TerrainObjectType | WaterObjectType |
                               ShapeBaseObjectType | StaticShapeObjectType | 
                               ShapeBaseObjectType | StaticShapeObjectType | 
                               PlayerObjectType | ItemObjectType;
                               PlayerObjectType | ItemObjectType;
 
 
@@ -628,7 +628,7 @@ bool AIPlayer::checkInLos(GameBase* target, bool _checkEnabled = false)
    }
    }
    Point3F muzzlePoint;
    Point3F muzzlePoint;
    getMuzzlePointAI(0, &muzzlePoint);
    getMuzzlePointAI(0, &muzzlePoint);
-   bool hit = gServerContainer.castRay(muzzlePoint, target->getBoxCenter(), AIPLAYER_LOSMASK, &ri);
+   bool hit = gServerContainer.castRay(muzzlePoint, target->getBoxCenter(), sAIPlayerLoSMask, &ri);
    enableCollision();
    enableCollision();
 
 
    for (S32 i = 0; i < mountCount; i++)
    for (S32 i = 0; i < mountCount; i++)
@@ -654,7 +654,7 @@ bool AIPlayer::checkLosClear(Point3F _pos)
 
 
    Point3F muzzlePoint;
    Point3F muzzlePoint;
    getMuzzlePointAI(0, &muzzlePoint);
    getMuzzlePointAI(0, &muzzlePoint);
-   gServerContainer.castRay(muzzlePoint, _pos, AIPLAYER_LOSMASK, &ri);
+   gServerContainer.castRay(muzzlePoint, _pos, sAIPlayerLoSMask, &ri);
    bool emptySpace = bool(ri.object == NULL);
    bool emptySpace = bool(ri.object == NULL);
    enableCollision();
    enableCollision();
    return emptySpace;
    return emptySpace;