Pass objptridx_t to create_path_points
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0b529d16c7
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@ -98,7 +98,7 @@ extern void init_ai_object(object *objp, int initial_mode, int hide_segment);
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extern void update_player_awareness(object *objp, fix new_awareness);
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extern void do_ai_frame_all(void);
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extern void reset_ai_states(object *objp);
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extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
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int create_path_points(objptridx_t objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
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extern void create_all_paths(void);
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extern void create_path_to_station(object *objp, int max_length);
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extern void ai_follow_path(object *objp, int player_visibility, vms_vector *vec_to_player);
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@ -279,7 +279,7 @@ if (vm_vec_mag_quick(&e) < F1_0/2)
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// like to say that it ensures that the object can move between the points, but that would require knowing what
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// the object is (which isn't passed, right?) and making fvi calls (slow, right?). So, consider it the more_or_less_safe_flag.
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// If end_seg == -2, then end seg will never be found and this routine will drop out due to depth (probably called by create_n_segment_path).
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int create_path_points(object *objp, int start_seg, int end_seg, point_seg *psegs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg)
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int create_path_points(objptridx_t objp, int start_seg, int end_seg, point_seg *psegs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg)
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{
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int cur_seg;
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int sidenum;
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@ -367,7 +367,7 @@ if ((objp->type == OBJ_ROBOT) && (objp->ctype.ai_info.behavior == AIB_RUN_FROM))
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fq.startseg = objp->segnum;
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fq.p1 = ¢er_point;
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fq.rad = objp->size;
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fq.thisobjnum = objp-Objects;
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fq.thisobjnum = objp;
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fq.ignore_obj_list = NULL;
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fq.flags = 0;
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