diff --git a/common/main/laser.h b/common/main/laser.h index 1797e125d..029867779 100644 --- a/common/main/laser.h +++ b/common/main/laser.h @@ -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); diff --git a/similar/main/laser.cpp b/similar/main/laser.cpp index e26ccefbb..d9cf03dc9 100644 --- a/similar/main/laser.cpp +++ b/similar/main/laser.cpp @@ -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" ); } - } //---------------------------------------------------------------------------------