From 1aadba58372cf19aedfe5dcf89fe5e716c743ee3 Mon Sep 17 00:00:00 2001 From: Kp Date: Thu, 2 Oct 2014 03:02:38 +0000 Subject: [PATCH] Pass do_firing_stuff arg by & --- similar/main/ai.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/similar/main/ai.cpp b/similar/main/ai.cpp index 136cbe0f0..d1fbe8601 100644 --- a/similar/main/ai.cpp +++ b/similar/main/ai.cpp @@ -1574,7 +1574,7 @@ void make_random_vector(vms_vector &vec) // ------------------------------------------------------------------------------------------------------------------- objnum_t Break_on_object = object_none; -static void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player) +static void do_firing_stuff(object *obj, int player_visibility, const vms_vector &vec_to_player) { #if defined(DXX_BUILD_DESCENT_I) if (player_visibility >= 1) @@ -1583,7 +1583,7 @@ static void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_ #endif { // Now, if in robot's field of view, lock onto player - fix dot = vm_vec_dot(obj->orient.fvec, *vec_to_player); + fix dot = vm_vec_dot(obj->orient.fvec, vec_to_player); if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) { ai_static *aip = &obj->ctype.ai_info; ai_local *ailp = &obj->ctype.ai_info.ail; @@ -3613,7 +3613,7 @@ _exit_cheat: else ai_multi_send_robot_position(obj, -1); - do_firing_stuff(obj, player_visibility, &vec_to_player); + do_firing_stuff(obj, player_visibility, vec_to_player); } break; } @@ -3716,7 +3716,7 @@ _exit_cheat: #if defined(DXX_BUILD_DESCENT_I) if ((aip->behavior != AIB_FOLLOW_PATH) && (aip->behavior != AIB_RUN_FROM)) - do_firing_stuff(obj, player_visibility, &vec_to_player); + do_firing_stuff(obj, player_visibility, vec_to_player); if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW_PATH) && (aip->behavior != AIB_RUN_FROM) && (get_robot_id(obj) != ROBOT_BRAIN)) { @@ -3734,7 +3734,7 @@ _exit_cheat: } #elif defined(DXX_BUILD_DESCENT_II) if (aip->behavior != AIB_RUN_FROM) - do_firing_stuff(obj, player_visibility, &vec_to_player); + do_firing_stuff(obj, player_visibility, vec_to_player); if ((player_visibility == 2) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_FOLLOW) && (aip->behavior != AIB_RUN_FROM) && (get_robot_id(obj) != ROBOT_BRAIN) && (robot_is_companion(robptr) != 1) && (robot_is_thief(robptr) != 1)) { @@ -3839,7 +3839,7 @@ _exit_cheat: ai_multi_send_robot_position(obj, -1); } - do_firing_stuff(obj, player_visibility, &vec_to_player); + do_firing_stuff(obj, player_visibility, vec_to_player); #if defined(DXX_BUILD_DESCENT_I) if (player_visibility) // Change, MK, 01/03/94 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion. #elif defined(DXX_BUILD_DESCENT_II)