diff --git a/similar/main/object.cpp b/similar/main/object.cpp index 9fcdc4657..709f565ff 100644 --- a/similar/main/object.cpp +++ b/similar/main/object.cpp @@ -1313,20 +1313,20 @@ void dead_player_end(void) // ------------------------------------------------------------------------------------------------------------------ // Camera is less than size of player away from -static void set_camera_pos(vms_vector *camera_pos, const vobjptridx_t objp) +static void set_camera_pos(vms_vector &camera_pos, const vobjptridx_t objp) { int count = 0; fix camera_player_dist; fix far_scale; - camera_player_dist = vm_vec_dist_quick(*camera_pos, objp->pos); + camera_player_dist = vm_vec_dist_quick(camera_pos, objp->pos); if (camera_player_dist < Camera_to_player_dist_goal) { //2*objp->size) { // Camera is too close to player object, so move it away. fvi_query fq; fvi_info hit_data; - auto player_camera_vec = vm_vec_sub(*camera_pos, objp->pos); + auto player_camera_vec = vm_vec_sub(camera_pos, objp->pos); if ((player_camera_vec.x == 0) && (player_camera_vec.y == 0) && (player_camera_vec.z == 0)) player_camera_vec.x += F1_0/16; @@ -1351,7 +1351,7 @@ static void set_camera_pos(vms_vector *camera_pos, const vobjptridx_t objp) find_vector_intersection( &fq, &hit_data); if (hit_data.hit_type == HIT_NONE) { - *camera_pos = closer_p1; + camera_pos = closer_p1; } else { make_random_vector(player_camera_vec); far_scale = 3*F1_0/2; @@ -1388,7 +1388,7 @@ void dead_player_frame(void) Camera_to_player_dist_goal = min(time_dead*8, F1_0*20) + ConsoleObject->size; - set_camera_pos(&Dead_player_camera->pos, ConsoleObject); + set_camera_pos(Dead_player_camera->pos, ConsoleObject); // the following line uncommented by WraithX, 4-12-00 if (time_dead < DEATH_SEQUENCE_EXPLODE_TIME + F1_0 * 2)