From 09767b933f0fc7826ec3cfccd082bc19b62d511c Mon Sep 17 00:00:00 2001 From: Kp Date: Sat, 11 Jan 2014 18:58:39 +0000 Subject: [PATCH] Pass objptridx_t to player_is_visible_from_object --- common/main/ai.h | 2 +- similar/main/ai.cpp | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/common/main/ai.h b/common/main/ai.h index c5fdb1ea9..189b5a177 100644 --- a/common/main/ai.h +++ b/common/main/ai.h @@ -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); diff --git a/similar/main/ai.cpp b/similar/main/ai.cpp index 2ee5a1f6b..00119406f 100644 --- a/similar/main/ai.cpp +++ b/similar/main/ai.cpp @@ -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???