Pass object &to collide_player_and_powerup
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@ -54,7 +54,7 @@ int maybe_detonate_weapon(vobjptridx_t obj0p, vobjptr_t obj, const vms_vector &p
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void collide_player_and_nasty_robot(vobjptridx_t player, vobjptridx_t robot, const vms_vector &collision_point);
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void collide_player_and_nasty_robot(vobjptridx_t player, vobjptridx_t robot, const vms_vector &collision_point);
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void net_destroy_controlcen(objptridx_t controlcen);
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void net_destroy_controlcen(objptridx_t controlcen);
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void collide_player_and_powerup(vobjptr_t player, vobjptridx_t powerup, const vms_vector &collision_point);
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void collide_player_and_powerup(object &player, vobjptridx_t powerup, const vms_vector &collision_point);
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#if defined(DXX_BUILD_DESCENT_I)
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#if defined(DXX_BUILD_DESCENT_I)
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#define check_effect_blowup(seg,side,pnt,blower,force_blowup_flag,remote) check_effect_blowup(seg,side,pnt)
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#define check_effect_blowup(seg,side,pnt,blower,force_blowup_flag,remote) check_effect_blowup(seg,side,pnt)
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#endif
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#endif
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@ -2246,17 +2246,15 @@ void collide_robot_and_materialization_center(const vobjptridx_t objp)
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}
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}
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void collide_player_and_powerup(const vobjptr_t playerobj, const vobjptridx_t powerup, const vms_vector &)
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void collide_player_and_powerup(object &playerobj, const vobjptridx_t powerup, const vms_vector &)
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{
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{
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if (!Endlevel_sequence &&
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if (!Endlevel_sequence &&
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Player_dead_state == player_dead_state::no &&
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Player_dead_state == player_dead_state::no &&
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get_player_id(playerobj) == Player_num)
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get_player_id(playerobj) == Player_num)
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{
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{
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int powerup_used;
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const auto powerup_used = do_powerup(powerup);
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if (powerup_used)
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powerup_used = do_powerup(powerup);
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{
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if (powerup_used) {
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powerup->flags |= OF_SHOULD_BE_DEAD;
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powerup->flags |= OF_SHOULD_BE_DEAD;
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if (Game_mode & GM_MULTI)
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if (Game_mode & GM_MULTI)
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multi_send_remobj(powerup);
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multi_send_remobj(powerup);
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@ -2266,13 +2264,13 @@ void collide_player_and_powerup(const vobjptr_t playerobj, const vobjptridx_t po
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{
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{
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switch (get_powerup_id(powerup)) {
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switch (get_powerup_id(powerup)) {
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case POW_KEY_BLUE:
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case POW_KEY_BLUE:
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playerobj->ctype.player_info.powerup_flags |= PLAYER_FLAGS_BLUE_KEY;
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playerobj.ctype.player_info.powerup_flags |= PLAYER_FLAGS_BLUE_KEY;
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break;
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break;
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case POW_KEY_RED:
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case POW_KEY_RED:
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playerobj->ctype.player_info.powerup_flags |= PLAYER_FLAGS_RED_KEY;
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playerobj.ctype.player_info.powerup_flags |= PLAYER_FLAGS_RED_KEY;
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break;
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break;
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case POW_KEY_GOLD:
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case POW_KEY_GOLD:
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playerobj->ctype.player_info.powerup_flags |= PLAYER_FLAGS_GOLD_KEY;
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playerobj.ctype.player_info.powerup_flags |= PLAYER_FLAGS_GOLD_KEY;
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break;
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break;
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default:
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default:
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break;
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break;
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