Pass player_info to allowed_to_fire_flare
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@ -84,6 +84,7 @@ struct player_rw;
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struct player_info;
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extern array<player, MAX_PLAYERS> Players; // Misc player info
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void player_rw_swap(player_rw *p, int swap);
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int allowed_to_fire_flare(player_info &);
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#if defined(DXX_BUILD_DESCENT_II)
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extern array<object *, MAX_PLAYERS> Guided_missile;
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extern array<object_signature_t, MAX_PLAYERS> Guided_missile_sig;
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@ -352,11 +352,6 @@ window_event_result ReadControls(const d_event &event);
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int cheats_enabled();
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void game_disable_cheats();
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int allowed_to_fire_laser(void);
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#ifdef dsx
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namespace dsx {
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int allowed_to_fire_flare(void);
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}
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#endif
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int allowed_to_fire_missile(void);
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void check_rear_view(void);
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int create_special_path(void);
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@ -859,15 +859,14 @@ int allowed_to_fire_laser(void)
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}
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namespace dsx {
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int allowed_to_fire_flare(void)
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int allowed_to_fire_flare(player_info &player_info)
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{
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auto &plrobj = get_local_plrobj();
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auto &Next_flare_fire_time = plrobj.ctype.player_info.Next_flare_fire_time;
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auto &Next_flare_fire_time = player_info.Next_flare_fire_time;
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if (Next_flare_fire_time > GameTime64)
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return 0;
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#if defined(DXX_BUILD_DESCENT_II)
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if (plrobj.ctype.player_info.energy < Weapon_info[weapon_id_type::FLARE_ID].energy_usage)
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if (player_info.energy < Weapon_info[weapon_id_type::FLARE_ID].energy_usage)
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#define FLARE_BIG_DELAY (F1_0*2)
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Next_flare_fire_time = GameTime64 + FLARE_BIG_DELAY;
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else
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@ -236,7 +236,7 @@ static void do_weapon_n_item_stuff()
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if (Controls.state.fire_flare > 0)
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{
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Controls.state.fire_flare = 0;
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if (allowed_to_fire_flare())
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if (allowed_to_fire_flare(player_info))
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Flare_create(vobjptridx(ConsoleObject));
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}
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