Pass const object_base to Laser_render

This commit is contained in:
Kp 2016-07-23 04:10:42 +00:00
parent 176c0efdae
commit 139741ec40
2 changed files with 2 additions and 16 deletions

View file

@ -66,7 +66,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#ifdef dsx
namespace dsx {
void calc_d_homer_tick();
void Laser_render(vobjptr_t obj);
void Laser_render(const object_base &obj);
objptridx_t Laser_player_fire(vobjptridx_t obj, weapon_id_type laser_type, int gun_num, int make_sound, vms_vector shot_orientation);
void Laser_do_weapon_sequence(vobjptridx_t obj);
void Flare_create(vobjptridx_t obj);

View file

@ -83,21 +83,8 @@ static objptridx_t find_homing_object(const vms_vector &curpos, const vobjptridx
// Called by render code.... determines if the laser is from a robot or the
// player and calls the appropriate routine.
void Laser_render(const vobjptr_t obj)
void Laser_render(const object_base &obj)
{
// Commented out by John (sort of, typed by Mike) on 6/8/94
#if 0
switch( obj->id ) {
case WEAPON_TYPE_WEAK_LASER:
case WEAPON_TYPE_STRONG_LASER:
case WEAPON_TYPE_CANNON_BALL:
case WEAPON_TYPE_MISSILE:
break;
default:
Error( "Invalid weapon type in Laser_render\n" );
}
#endif
auto &wi = Weapon_info[get_weapon_id(obj)];
switch(wi.render_type)
{
@ -115,7 +102,6 @@ void Laser_render(const vobjptr_t obj)
default:
Error( "Invalid weapon render type in Laser_render\n" );
}
}
//---------------------------------------------------------------------------------