From 258d4e3c138936ecb6c152a7c95870b51c33a26f Mon Sep 17 00:00:00 2001 From: Stubbjax Date: Mon, 17 Nov 2025 22:33:54 +1100 Subject: [PATCH] fix: Resolve compile errors when the USE_DOZER preprocessor directive is false --- .../Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp | 3 ++- .../GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp | 9 ++++----- .../Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp | 3 ++- .../GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp | 9 ++++----- 4 files changed, 12 insertions(+), 12 deletions(-) diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp index 38eaf8e8bd..c416cdb678 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp @@ -801,6 +801,7 @@ void AIPlayer::processBaseBuilding( void ) #else // force delay between rebuilds + Int framesToBuild = bldgPlan->calcTimeToBuild(m_player); if (TheGameLogic->getFrame() - m_frameLastBuildingBuilt < framesToBuild) { m_buildDelay = framesToBuild - (TheGameLogic->getFrame() - m_frameLastBuildingBuilt); @@ -815,7 +816,7 @@ void AIPlayer::processBaseBuilding( void ) m_player->getMoney()->withdraw( cost ); // inst-construct the building - bldg = buildStructureNow(bldgPlan, info, NULL); + bldg = buildStructureNow(bldgPlan, info); // store the object with the build order if (bldg) { diff --git a/Generals/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp b/Generals/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp index 03030cded9..1df77caa3b 100644 --- a/Generals/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp +++ b/Generals/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp @@ -262,6 +262,7 @@ void AISkirmishPlayer::processBaseBuilding( void ) #else // force delay between rebuilds + Int framesToBuild = bldgPlan->calcTimeToBuild(m_player); if (TheGameLogic->getFrame() - m_frameLastBuildingBuilt < framesToBuild) { m_buildDelay = framesToBuild - (TheGameLogic->getFrame() - m_frameLastBuildingBuilt); @@ -276,12 +277,12 @@ void AISkirmishPlayer::processBaseBuilding( void ) m_player->getMoney()->withdraw( cost ); // inst-construct the building - bldg = buildStructureNow(bldgPlan, info, NULL); + bldg = buildStructureNow(bldgPlan, bldgInfo); // store the object with the build order if (bldg) { - info->setObjectID( bldg->getID() ); - info->decrementNumRebuilds(); + bldgInfo->setObjectID( bldg->getID() ); + bldgInfo->decrementNumRebuilds(); m_readyToBuildStructure = false; m_structureTimer = TheAI->getAiData()->m_structureSeconds*LOGICFRAMES_PER_SECOND; @@ -291,8 +292,6 @@ void AISkirmishPlayer::processBaseBuilding( void ) m_structureTimer = m_structureTimer/TheAI->getAiData()->m_structuresWealthyMod; } m_frameLastBuildingBuilt = TheGameLogic->getFrame(); - // only build one building per delay loop - break; } } } diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp index 17d37bc845..53e7220580 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AIPlayer.cpp @@ -808,6 +808,7 @@ void AIPlayer::processBaseBuilding( void ) #else // force delay between rebuilds + Int framesToBuild = bldgPlan->calcTimeToBuild(m_player); if (TheGameLogic->getFrame() - m_frameLastBuildingBuilt < framesToBuild) { m_buildDelay = framesToBuild - (TheGameLogic->getFrame() - m_frameLastBuildingBuilt); @@ -822,7 +823,7 @@ void AIPlayer::processBaseBuilding( void ) m_player->getMoney()->withdraw( cost ); // inst-construct the building - bldg = buildStructureNow(bldgPlan, info, NULL); + bldg = buildStructureNow(bldgPlan, info); // store the object with the build order if (bldg) { diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp index 55fb88eff4..26db83cda7 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/AI/AISkirmishPlayer.cpp @@ -269,6 +269,7 @@ void AISkirmishPlayer::processBaseBuilding( void ) #else // force delay between rebuilds + Int framesToBuild = bldgPlan->calcTimeToBuild(m_player); if (TheGameLogic->getFrame() - m_frameLastBuildingBuilt < framesToBuild) { m_buildDelay = framesToBuild - (TheGameLogic->getFrame() - m_frameLastBuildingBuilt); @@ -283,12 +284,12 @@ void AISkirmishPlayer::processBaseBuilding( void ) m_player->getMoney()->withdraw( cost ); // inst-construct the building - bldg = buildStructureNow(bldgPlan, info, NULL); + bldg = buildStructureNow(bldgPlan, bldgInfo); // store the object with the build order if (bldg) { - info->setObjectID( bldg->getID() ); - info->decrementNumRebuilds(); + bldgInfo->setObjectID( bldg->getID() ); + bldgInfo->decrementNumRebuilds(); m_readyToBuildStructure = false; m_structureTimer = TheAI->getAiData()->m_structureSeconds*LOGICFRAMES_PER_SECOND; @@ -298,8 +299,6 @@ void AISkirmishPlayer::processBaseBuilding( void ) m_structureTimer = m_structureTimer/TheAI->getAiData()->m_structuresWealthyMod; } m_frameLastBuildingBuilt = TheGameLogic->getFrame(); - // only build one building per delay loop - break; } } }