Pass objptridx_t to player_is_visible_from_object

This commit is contained in:
Kp 2014-01-11 18:58:39 +00:00
parent 8e6e450df6
commit 09767b933f
2 changed files with 3 additions and 3 deletions

View file

@ -126,7 +126,7 @@ extern void attempt_to_resume_path(object *objp);
extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
extern void ai_open_doors_in_segment(object *robot);
extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
int player_is_visible_from_object(objptridx_t objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level.
extern int ai_multiplayer_awareness(object *objp, int awareness_level);

View file

@ -626,7 +626,7 @@ fix Dist_to_last_fired_upon_player_pos = 0;
// 2 Player is visible and in field of view.
// Note: Uses Believed_player_pos as player's position for cloak effect.
// NOTE: Will destructively modify *pos if *pos is outside the mine.
int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
int player_is_visible_from_object(objptridx_t objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
{
fix dot;
fvi_query fq;
@ -658,7 +658,7 @@ int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_vi
fq.startseg = objp->segnum;
fq.p1 = &Believed_player_pos;
fq.rad = F1_0/4;
fq.thisobjnum = objp-Objects;
fq.thisobjnum = objp;
fq.ignore_obj_list = NULL;
#if defined(DXX_BUILD_DESCENT_I)
fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS; //what about trans walls???