Fold ai_do_actual_firing_stuff calls to ready_to_fire_weapon1

This commit is contained in:
Kp 2016-10-02 00:34:48 +00:00
parent 95988a343c
commit 6c7e64d871

View file

@ -2669,24 +2669,17 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
return;
// New, multi-weapon-type system, 06/05/95 (life is slipping away...)
auto &player_info = get_local_plrobj().ctype.player_info;
if (ready_to_fire_weapon1(ailp, 0)) {
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
Last_fired_upon_player_pos = fire_pos;
}
if (gun_num != 0) {
if (ready_to_fire_weapon1(ailp, 0)) {
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
Last_fired_upon_player_pos = fire_pos;
}
if (ready_to_fire_weapon2(robptr, ailp, 0)) {
calc_gun_point(gun_point, obj, 0);
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, fire_pos);
Last_fired_upon_player_pos = fire_pos;
}
} else if (ready_to_fire_weapon1(ailp, 0)) {
auto &player_info = get_local_plrobj().ctype.player_info;
ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
Last_fired_upon_player_pos = fire_pos;
}
}
}