extern void ai(struct Thing * t)
{
- t->command = get_thing_action_id_by_name(s[CMD_WAIT]);
+ t->command = get_thing_action_id_by_name(s[S_CMD_WAIT]);
char sel = t->fov_map ? get_dir_to_nearest_enemy(t) : 0;/* t->fov_map may */
if (0 != sel) /* be absent due */
{ /* to god command.*/
- t->command = get_thing_action_id_by_name(s[CMD_MOVE]);
+ t->command = get_thing_action_id_by_name(s[S_CMD_MOVE]);
t->arg = sel;
}
}