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author | pasky <pasky@openttd.org> | 2005-03-27 00:28:14 +0000 |
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committer | pasky <pasky@openttd.org> | 2005-03-27 00:28:14 +0000 |
commit | 5fa38a4fc76892ab11010a1da4797e70b3d9b0e8 (patch) | |
tree | fa4b74ffb1e7fe3ea3fcd1105aa17c0490f7a41c /player.h | |
parent | 3dae675f632b0be38dbf4b8cd456c1120e73f25d (diff) | |
download | openttd-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.h | 2 |
1 files changed, 1 insertions, 1 deletions
@@ -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; |