Fixed up non-NEWHOMER code for testing purposes
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@ -1612,9 +1612,9 @@ void Laser_do_weapon_sequence(const vobjptridx_t obj)
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fix dist_to_player;
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dist_to_player = vm_vec_dist_quick(obj->pos, track_goal->pos);
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auto &homing_object_dist = get_local_plrobj().ctype.player_info.homing_object_dist;
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if (dist_to_player < homing_object_dist || homing_object_dist < 0)
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homing_object_dist = dist_to_player;
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auto &homing_object_dist = get_local_plrobj().ctype.player_info.homing_object_dist;
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if (dist_to_player < homing_object_dist || homing_object_dist < 0)
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homing_object_dist = dist_to_player;
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}
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@ -1660,15 +1660,16 @@ void Laser_do_weapon_sequence(const vobjptridx_t obj)
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// Make sure the object we are tracking is still trackable.
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objptridx_t obj_track_goal = object_none;
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if (obj->ctype.laser_info.track_goal != object_none)
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obj_track_goal = obj->ctype.laser_info.track_goal;
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auto track_goal = track_track_goal(obj_track_goal, obj, &dot, d_tick_count);
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obj_track_goal = objptridx(obj->ctype.laser_info.track_goal);
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auto track_goal = track_track_goal(objptridx(obj->ctype.laser_info.track_goal), obj, &dot, d_tick_count);
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if (track_goal == get_local_player().objnum) {
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fix dist_to_player;
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dist_to_player = vm_vec_dist_quick(obj->pos, track_goal->pos);
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if ((dist_to_player < get_local_player().homing_object_dist) || (get_local_player().homing_object_dist < 0))
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get_local_player().homing_object_dist = dist_to_player;
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auto &homing_object_dist = get_local_plrobj().ctype.player_info.homing_object_dist;
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if (dist_to_player < homing_object_dist || homing_object_dist < 0)
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homing_object_dist = dist_to_player;
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}
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