Add helper to get pointer to reactor definition
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@ -290,10 +290,11 @@ void do_controlcen_frame(object *obj)
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controlcen_death_silence = 0;
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controlcen_death_silence = 0;
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if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
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if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
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reactor *reactor = get_reactor_definition(obj->id);
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
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if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
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best_gun_num = calc_best_gun(Reactors[0].n_guns, obj, &Believed_player_pos);
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best_gun_num = calc_best_gun(reactor->n_guns, obj, &Believed_player_pos);
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else
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else
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best_gun_num = calc_best_gun(Reactors[0].n_guns, obj, &ConsoleObject->pos);
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best_gun_num = calc_best_gun(reactor->n_guns, obj, &ConsoleObject->pos);
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if (best_gun_num != -1) {
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if (best_gun_num != -1) {
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vms_vector vec_to_goal;
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vms_vector vec_to_goal;
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@ -396,8 +397,9 @@ void init_controlcen_for_level(void)
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} else {
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} else {
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// Compute all gun positions.
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// Compute all gun positions.
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objp = &Objects[cntrlcen_objnum];
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objp = &Objects[cntrlcen_objnum];
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for (i=0; i<Reactors[0].n_guns; i++)
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reactor *reactor = get_reactor_definition(objp->id);
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calc_controlcen_gun_point(&Reactors[0], objp, i);
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for (i=0; i<reactor->n_guns; i++)
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calc_controlcen_gun_point(reactor, objp, i);
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Control_center_present = 1;
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Control_center_present = 1;
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// Boost control center strength at higher levels.
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// Boost control center strength at higher levels.
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@ -57,6 +57,12 @@ static inline int get_reactor_model_number(int id)
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return id;
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return id;
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}
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}
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static inline reactor *get_reactor_definition(int id)
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{
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(void)id;
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return &Reactors[0];
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}
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extern int Control_center_been_hit;
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extern int Control_center_been_hit;
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extern int Control_center_player_been_seen;
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extern int Control_center_player_been_seen;
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extern int Control_center_next_fire_time;
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extern int Control_center_next_fire_time;
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