Use valptr for fvi.cpp
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@ -830,12 +830,12 @@ static int fvi_sub(vms_vector &intp,segnum_t &ints,const vms_vector &p0,const vc
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if (Objects[thisobjnum].type == OBJ_ROBOT)
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if (objnum->type == OBJ_ROBOT)
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#if defined(DXX_BUILD_DESCENT_I)
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if (!(Robot_info[get_robot_id(objnum)].attack_type && Robot_info[get_robot_id(&Objects[thisobjnum])].attack_type))
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if (!(Robot_info[get_robot_id(objnum)].attack_type && Robot_info[get_robot_id(vcobjptr(thisobjnum))].attack_type))
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#endif
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// -- MK: 11/18/95, 4claws glomming together...this is easy. -- if (!(Robot_info[Objects[objnum].id].attack_type && Robot_info[Objects[thisobjnum].id].attack_type))
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continue;
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if (Objects[thisobjnum].type == OBJ_ROBOT && Robot_info[get_robot_id(&Objects[thisobjnum])].attack_type)
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if (Objects[thisobjnum].type == OBJ_ROBOT && Robot_info[get_robot_id(vcobjptr(thisobjnum))].attack_type)
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fudged_rad = (rad*3)/4;
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//if obj is player, and bumping into other player or a weapon of another coop player, reduce radius
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@ -845,7 +845,7 @@ static int fvi_sub(vms_vector &intp,segnum_t &ints,const vms_vector &p0,const vc
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fudged_rad = rad/2; //(rad*3)/4;
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vms_vector hit_point;
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const auto d = check_vector_to_object(hit_point,p0,p1,fudged_rad,objnum,&Objects[thisobjnum]);
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const auto &&d = check_vector_to_object(hit_point,p0,p1,fudged_rad,objnum, vcobjptr(thisobjnum));
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if (d) //we have intersection
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if (d < closest_d) {
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