conforms losmask to standard nomenclature

This commit is contained in:
Azaezel 2014-05-13 22:45:25 -05:00
parent 9342115b1e
commit 8aebb67aa1

View file

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