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authorpasky <pasky@openttd.org>2005-03-27 00:28:14 +0000
committerpasky <pasky@openttd.org>2005-03-27 00:28:14 +0000
commit5fa38a4fc76892ab11010a1da4797e70b3d9b0e8 (patch)
treefa4b74ffb1e7fe3ea3fcd1105aa17c0490f7a41c /player.h
parent3dae675f632b0be38dbf4b8cd456c1120e73f25d (diff)
downloadopenttd-5fa38a4fc76892ab11010a1da4797e70b3d9b0e8.tar.xz
(svn r2080) - Fix: [OldAI] p->ai.state_counter was uint16 but could hold a tile index, therefore overflowing - changed that to uint32 and bumped the savegame revision to 32. It *MIGHT* close bug 1151374 - it certainly caused AI to stop building anything sometimes.
- While at it, use TileIndex as the tile index type in AiRemovePlayerRailOrRoad() and AiStateRemoveTrack(). - Make the number of tiles scanned 4*MapSizeX() instead of 1000. It *MIGHT* close bug 1116614.
Diffstat (limited to 'player.h')
-rw-r--r--player.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/player.h b/player.h
index 2c93c2b0e..2fc8fd89b 100644
--- a/player.h
+++ b/player.h
@@ -27,7 +27,7 @@ typedef struct AiBuildRec {
typedef struct PlayerAI {
byte state;
byte tick; // Used to determine how often to move
- uint16 state_counter;
+ uint32 state_counter; // Can hold tile index!
uint16 timeout_counter;
byte state_mode;