Pass const object_base to Laser_render
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@ -66,7 +66,7 @@ COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#ifdef dsx
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namespace dsx {
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void calc_d_homer_tick();
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void Laser_render(vobjptr_t obj);
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void Laser_render(const object_base &obj);
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objptridx_t Laser_player_fire(vobjptridx_t obj, weapon_id_type laser_type, int gun_num, int make_sound, vms_vector shot_orientation);
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void Laser_do_weapon_sequence(vobjptridx_t obj);
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void Flare_create(vobjptridx_t obj);
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@ -83,21 +83,8 @@ static objptridx_t find_homing_object(const vms_vector &curpos, const vobjptridx
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// Called by render code.... determines if the laser is from a robot or the
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// player and calls the appropriate routine.
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void Laser_render(const vobjptr_t obj)
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void Laser_render(const object_base &obj)
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{
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// Commented out by John (sort of, typed by Mike) on 6/8/94
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#if 0
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switch( obj->id ) {
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case WEAPON_TYPE_WEAK_LASER:
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case WEAPON_TYPE_STRONG_LASER:
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case WEAPON_TYPE_CANNON_BALL:
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case WEAPON_TYPE_MISSILE:
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break;
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default:
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Error( "Invalid weapon type in Laser_render\n" );
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}
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#endif
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auto &wi = Weapon_info[get_weapon_id(obj)];
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switch(wi.render_type)
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{
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@ -115,7 +102,6 @@ void Laser_render(const vobjptr_t obj)
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default:
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Error( "Invalid weapon render type in Laser_render\n" );
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}
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}
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//---------------------------------------------------------------------------------
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