Pass wake_up_rendered_objects arg by &
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@ -292,7 +292,7 @@ void dead_player_frame();
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// returns object number
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objnum_t drop_marker_object(const vms_vector &pos, segnum_t segnum, const vms_matrix &orient, int marker_num);
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void wake_up_rendered_objects(vobjptridx_t gmissp, int window_num);
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void wake_up_rendered_objects(vobjptridx_t gmissp, window_rendered_data &window);
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void fuelcen_check_for_goal (vsegptr_t);
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#endif
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@ -597,7 +597,7 @@ void game_render_frame_mono()
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update_rendered_data(Window_rendered_data[0], Viewer, 0);
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render_frame(0, 0);
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wake_up_rendered_objects(Viewer, 0);
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wake_up_rendered_objects(Viewer, Window_rendered_data[0]);
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show_HUD_names();
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Viewer = viewer_save;
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@ -3216,7 +3216,7 @@ void do_cockpit_window_view(int win,const objptridx_t viewer,int rear_view_flag,
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// HACK! If guided missile, wake up robots as necessary.
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if (viewer->type == OBJ_WEAPON) {
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// -- Used to require to be GUIDED -- if (viewer->id == GUIDEDMISS_ID)
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wake_up_rendered_objects(viewer, win+1);
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wake_up_rendered_objects(viewer, Window_rendered_data[win+1]);
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}
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if (label) {
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@ -2108,16 +2108,16 @@ objnum_t drop_marker_object(const vms_vector &pos,segnum_t segnum,const vms_matr
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// *viewer is a viewer, probably a missile.
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// wake up all robots that were rendered last frame subject to some constraints.
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void wake_up_rendered_objects(const vobjptridx_t viewer, int window_num)
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void wake_up_rendered_objects(const vobjptridx_t viewer, window_rendered_data &window)
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{
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// Make sure that we are processing current data.
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if (timer_query() != Window_rendered_data[window_num].time) {
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if (timer_query() != window.time) {
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return;
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}
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Ai_last_missile_camera = viewer;
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range_for (const auto objnum, Window_rendered_data[window_num].rendered_robots)
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range_for (const auto objnum, window.rendered_robots)
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{
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object *objp;
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int fcval = d_tick_count & 3;
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