|
|
|
@ -45,7 +45,7 @@ static void AI_DequeueCommands(PlayerID player)
|
|
|
|
|
* Needed for SP; we need to delay DoCommand with 1 tick, because else events
|
|
|
|
|
* will make infinite loops (AIScript).
|
|
|
|
|
*/
|
|
|
|
|
static void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, uint procc)
|
|
|
|
|
static void AI_PutCommandInQueue(PlayerID player, TileIndex tile, uint32 p1, uint32 p2, uint procc)
|
|
|
|
|
{
|
|
|
|
|
AICommand *com;
|
|
|
|
|
|
|
|
|
@ -80,7 +80,7 @@ static void AI_PutCommandInQueue(byte player, uint tile, uint32 p1, uint32 p2, u
|
|
|
|
|
/**
|
|
|
|
|
* Executes a raw DoCommand for the AI.
|
|
|
|
|
*/
|
|
|
|
|
int32 AI_DoCommand(uint tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
|
|
|
|
|
int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc)
|
|
|
|
|
{
|
|
|
|
|
PlayerID old_lp;
|
|
|
|
|
int32 res = 0;
|
|
|
|
|