Pass do_render_object arg by &
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4bcf451745
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@ -586,7 +586,7 @@ static void render_object_search(const vobjptridx_t obj)
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}
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#endif
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static void do_render_object(const vobjptridx_t obj, int window_num)
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static void do_render_object(const vobjptridx_t obj, window_rendered_data &window)
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{
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#ifdef EDITOR
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int save_3d_outline=0;
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@ -620,7 +620,7 @@ static void do_render_object(const vobjptridx_t obj, int window_num)
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// that the guided missile system will know what objects to look at.
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// I didn't know we had guided missiles before the release of D1. --MK
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if ((obj->type == OBJ_ROBOT) || (obj->type == OBJ_PLAYER)) {
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Window_rendered_data[window_num].rendered_robots.emplace_back(obj);
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window.rendered_robots.emplace_back(obj);
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}
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if ((count++ > MAX_OBJECTS) || (obj->next == obj)) {
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@ -1634,7 +1634,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
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Max_linear_depth = Max_linear_depth_objects;
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range_for (auto &v, srsm.objects)
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{
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do_render_object(v.objnum, window_num); // note link to above else
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do_render_object(v.objnum, Window_rendered_data[window_num]); // note link to above else
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}
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Max_linear_depth = save_linear_depth;
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}
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@ -1740,7 +1740,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, int window_num)
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Max_linear_depth = Max_linear_depth_objects;
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range_for (auto &v, rstate.render_seg_map[segnum].objects)
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{
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do_render_object(v.objnum, window_num); // note link to above else
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do_render_object(v.objnum, Window_rendered_data[window_num]); // note link to above else
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}
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Max_linear_depth = save_linear_depth;
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}
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