Pass object &to do_silly_animation

This commit is contained in:
Kp 2016-04-23 17:59:47 +00:00
parent bf69d7c715
commit 37a47a4f95

View file

@ -716,12 +716,12 @@ int player_is_visible_from_object(const vobjptridx_t objp, vms_vector &pos, fix
// ------------------------------------------------------------------------------------------------------------------
// Return 1 if animates, else return 0
static int do_silly_animation(const vobjptr_t objp)
static int do_silly_animation(object &objp)
{
const jointpos *jp_list;
int robot_type, gun_num, robot_state, num_joint_positions;
polyobj_info *pobj_info = &objp->rtype.pobj_info;
ai_static *aip = &objp->ctype.ai_info;
polyobj_info *const pobj_info = &objp.rtype.pobj_info;
auto &aip = objp.ctype.ai_info;
int num_guns, at_goal;
int attack_type;
int flinch_attack_scale = 1;
@ -736,7 +736,7 @@ static int do_silly_animation(const vobjptr_t objp)
}
// This is a hack. All positions should be based on goal_state, not GOAL_STATE.
robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
robot_state = Mike_to_matt_xlate[aip.GOAL_STATE];
// previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
@ -750,16 +750,16 @@ static int do_silly_animation(const vobjptr_t objp)
num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
auto &ail = aip.ail;
for (joint=0; joint<num_joint_positions; joint++) {
unsigned jointnum = jp_list[joint].jointnum;
const vms_angvec *jp = &jp_list[joint].angles;
vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
if (jointnum >= Polygon_models[objp.rtype.pobj_info.model_num].n_models) {
Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
continue;
}
auto &ail = objp->ctype.ai_info.ail;
auto &goal_angles = ail.goal_angles[jointnum];
auto &delta_angles = ail.delta_angles[jointnum];
const auto animate_p = silly_animation_angle(&vms_angvec::p, *jp, *pobjp, flinch_attack_scale, goal_angles, delta_angles);
@ -774,19 +774,16 @@ static int do_silly_animation(const vobjptr_t objp)
if (at_goal) {
//ai_static *aip = &objp->ctype.ai_info;
ai_local *ailp = &objp->ctype.ai_info.ail;
ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
if (ailp->achieved_state[gun_num] == AIS_RECO)
ailp->goal_state[gun_num] = AIS_FIRE;
if (ailp->achieved_state[gun_num] == AIS_FLIN)
ailp->goal_state[gun_num] = AIS_LOCK;
ail.achieved_state[gun_num] = ail.goal_state[gun_num];
if (ail.achieved_state[gun_num] == AIS_RECO)
ail.goal_state[gun_num] = AIS_FIRE;
else if (ail.achieved_state[gun_num] == AIS_FLIN)
ail.goal_state[gun_num] = AIS_LOCK;
}
}
if (at_goal == 1) //num_guns)
aip->CURRENT_STATE = aip->GOAL_STATE;
aip.CURRENT_STATE = aip.GOAL_STATE;
return 1;
}