Remove unnecessary reload of robptr

This commit is contained in:
Kp 2022-12-02 04:09:20 +00:00
parent d1b55a15ac
commit 39b009744e

View file

@ -1141,7 +1141,7 @@ static void ai_fire_laser_at_player(const d_robot_info_array &Robot_info, const
// Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this.
// If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
if (BossUniqueState.Boss_dying_start_time && Robot_info[get_robot_id(obj)].boss_flag)
if (BossUniqueState.Boss_dying_start_time && robptr.boss_flag)
return;
#endif
@ -1223,7 +1223,6 @@ static void ai_fire_laser_at_player(const d_robot_info_array &Robot_info, const
if (fate != fvi_hit_type::None)
{
Int3(); // This bot's gun is poking through a wall, so don't fire.
auto &robptr = Robot_info[get_robot_id(obj)];
move_towards_segment_center(robptr, LevelSharedSegmentState, obj); // And decrease chances it will happen again.
return;
}