Pass object_base &to collide_weapon_and_clutter

This commit is contained in:
Kp 2016-04-23 17:59:47 +00:00
parent a1dac4c254
commit 34d2c5b8e2

View file

@ -1269,14 +1269,14 @@ static void collide_weapon_and_controlcen(const vobjptridx_t weapon, const vobjp
} }
static void collide_weapon_and_clutter(const vobjptr_t weapon, const vobjptridx_t clutter, const vms_vector &collision_point) static void collide_weapon_and_clutter(object_base &weapon, const vobjptridx_t clutter, const vms_vector &collision_point)
{ {
short exp_vclip = VCLIP_SMALL_EXPLOSION; short exp_vclip = VCLIP_SMALL_EXPLOSION;
if ( clutter->shields >= 0 ) if ( clutter->shields >= 0 )
clutter->shields -= weapon->shields; clutter->shields -= weapon.shields;
digi_link_sound_to_pos(SOUND_LASER_HIT_CLUTTER, vsegptridx(weapon->segnum), 0, collision_point, 0, F1_0); digi_link_sound_to_pos(SOUND_LASER_HIT_CLUTTER, vsegptridx(weapon.segnum), 0, collision_point, 0, F1_0);
object_create_explosion(vsegptridx(clutter->segnum), collision_point, ((clutter->size/3)*3)/4, exp_vclip); object_create_explosion(vsegptridx(clutter->segnum), collision_point, ((clutter->size/3)*3)/4, exp_vclip);