Remove unused vec_to_player in D1 ai_follow_path
Only Descent 2 uses this field.
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@ -127,6 +127,11 @@ void do_ai_frame_all();
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extern void create_all_paths(void);
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extern void create_all_paths(void);
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namespace dsx {
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namespace dsx {
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void create_path_to_station(vmobjptridx_t objp, int max_length);
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void create_path_to_station(vmobjptridx_t objp, int max_length);
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#if defined(DXX_BUILD_DESCENT_I)
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#define ai_follow_path(o,pv,vec) ai_follow_path(o,pv)
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#else
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#undef ai_follow_path
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#endif
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void ai_follow_path(vmobjptridx_t objp, int player_visibility, const vms_vector *vec_to_player);
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void ai_follow_path(vmobjptridx_t objp, int player_visibility, const vms_vector *vec_to_player);
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void ai_turn_towards_vector(const vms_vector &vec_to_player, object_base &obj, fix rate);
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void ai_turn_towards_vector(const vms_vector &vec_to_player, object_base &obj, fix rate);
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extern void init_ai_objects(void);
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extern void init_ai_objects(void);
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@ -919,9 +919,6 @@ static void create_path(const vmobjptridx_t objp)
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// Optimization: If current velocity will take robot near goal, don't change velocity
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// Optimization: If current velocity will take robot near goal, don't change velocity
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void ai_follow_path(const vmobjptridx_t objp, int player_visibility, const vms_vector *vec_to_player)
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void ai_follow_path(const vmobjptridx_t objp, int player_visibility, const vms_vector *vec_to_player)
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{
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{
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#if defined(DXX_BUILD_DESCENT_I)
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(void)vec_to_player;
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#endif
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ai_static *aip = &objp->ctype.ai_info;
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ai_static *aip = &objp->ctype.ai_info;
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vms_vector goal_point, new_goal_point;
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vms_vector goal_point, new_goal_point;
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