Pass object &to do_firing_stuff
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@ -1503,7 +1503,7 @@ void make_random_vector(vms_vector &vec)
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namespace dsx {
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// -------------------------------------------------------------------------------------------------------------------
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static void do_firing_stuff(const vobjptr_t obj, int player_visibility, const vms_vector &vec_to_player)
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static void do_firing_stuff(object &obj, int player_visibility, const vms_vector &vec_to_player)
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{
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#if defined(DXX_BUILD_DESCENT_I)
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if (player_visibility >= 1)
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@ -1512,10 +1512,10 @@ static void do_firing_stuff(const vobjptr_t obj, int player_visibility, const vm
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#endif
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{
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// Now, if in robot's field of view, lock onto player
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fix dot = vm_vec_dot(obj->orient.fvec, vec_to_player);
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fix dot = vm_vec_dot(obj.orient.fvec, vec_to_player);
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if ((dot >= 7*F1_0/8) || (get_local_player_flags() & PLAYER_FLAGS_CLOAKED)) {
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ai_static *aip = &obj->ctype.ai_info;
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ai_local *ailp = &obj->ctype.ai_info.ail;
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ai_static *const aip = &obj.ctype.ai_info;
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ai_local *const ailp = &obj.ctype.ai_info.ail;
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switch (aip->GOAL_STATE) {
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case AIS_NONE:
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@ -1530,7 +1530,7 @@ static void do_firing_stuff(const vobjptr_t obj, int player_visibility, const vm
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break;
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}
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} else if (dot >= F1_0/2) {
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ai_static *aip = &obj->ctype.ai_info;
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ai_static *const aip = &obj.ctype.ai_info;
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switch (aip->GOAL_STATE) {
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case AIS_NONE:
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case AIS_REST:
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