Pass do_render_object arg by &

This commit is contained in:
Kp 2014-12-13 04:11:12 +00:00
parent 4bcf451745
commit 032332343d

View file

@ -586,7 +586,7 @@ static void render_object_search(const vobjptridx_t obj)
}
#endif
static void do_render_object(const vobjptridx_t obj, int window_num)
static void do_render_object(const vobjptridx_t obj, window_rendered_data &window)
{
#ifdef EDITOR
int save_3d_outline=0;
@ -620,7 +620,7 @@ static void do_render_object(const vobjptridx_t obj, int window_num)
// that the guided missile system will know what objects to look at.
// I didn't know we had guided missiles before the release of D1. --MK
if ((obj->type == OBJ_ROBOT) || (obj->type == OBJ_PLAYER)) {
Window_rendered_data[window_num].rendered_robots.emplace_back(obj);
window.rendered_robots.emplace_back(obj);
}
if ((count++ > MAX_OBJECTS) || (obj->next == obj)) {
@ -1634,7 +1634,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
Max_linear_depth = Max_linear_depth_objects;
range_for (auto &v, srsm.objects)
{
do_render_object(v.objnum, window_num); // note link to above else
do_render_object(v.objnum, Window_rendered_data[window_num]); // note link to above else
}
Max_linear_depth = save_linear_depth;
}
@ -1740,7 +1740,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
Max_linear_depth = Max_linear_depth_objects;
range_for (auto &v, rstate.render_seg_map[segnum].objects)
{
do_render_object(v.objnum, window_num); // note link to above else
do_render_object(v.objnum, Window_rendered_data[window_num]); // note link to above else
}
Max_linear_depth = save_linear_depth;
}