Pass objptridx_t to player_is_visible_from_object
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@ -126,7 +126,7 @@ extern void attempt_to_resume_path(object *objp);
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extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
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extern void ai_open_doors_in_segment(object *robot);
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extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
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extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
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int player_is_visible_from_object(objptridx_t objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
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extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level.
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extern int ai_multiplayer_awareness(object *objp, int awareness_level);
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@ -626,7 +626,7 @@ fix Dist_to_last_fired_upon_player_pos = 0;
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// 2 Player is visible and in field of view.
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// Note: Uses Believed_player_pos as player's position for cloak effect.
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// NOTE: Will destructively modify *pos if *pos is outside the mine.
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int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
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int player_is_visible_from_object(objptridx_t objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
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{
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fix dot;
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fvi_query fq;
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@ -658,7 +658,7 @@ int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_vi
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fq.startseg = objp->segnum;
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fq.p1 = &Believed_player_pos;
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fq.rad = F1_0/4;
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fq.thisobjnum = objp-Objects;
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fq.thisobjnum = objp;
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fq.ignore_obj_list = NULL;
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#if defined(DXX_BUILD_DESCENT_I)
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fq.flags = FQ_TRANSWALL | FQ_CHECK_OBJS; //what about trans walls???
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