Pass object_base &to do_boss_weapon_collision
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ebc0547837
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@ -1464,7 +1464,7 @@ fix64 Last_time_buddy_gave_hint = 0;
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// ------------------------------------------------------------------------------------------------------
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// Return true if damage done to boss, else return false.
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static int do_boss_weapon_collision(const vobjptr_t robot, const vobjptr_t weapon, const vms_vector &collision_point)
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static int do_boss_weapon_collision(const object_base &robot, const object &weapon, const vms_vector &collision_point)
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{
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int d2_boss_index;
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int damage_flag;
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@ -1476,7 +1476,7 @@ static int do_boss_weapon_collision(const vobjptr_t robot, const vobjptr_t weapo
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Assert((d2_boss_index >= 0) && (d2_boss_index < NUM_D2_BOSSES));
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// See if should spew a bot.
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if (weapon->ctype.laser_info.parent_type == OBJ_PLAYER)
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if (weapon.ctype.laser_info.parent_type == OBJ_PLAYER)
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if ((Weapon_info[get_weapon_id(weapon)].matter && Boss_spews_bots_matter[d2_boss_index]) || (!Weapon_info[get_weapon_id(weapon)].matter && Boss_spews_bots_energy[d2_boss_index])) {
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if (Boss_spew_more[d2_boss_index])
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if (d_rand() > 16384) {
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@ -1490,10 +1490,10 @@ static int do_boss_weapon_collision(const vobjptr_t robot, const vobjptr_t weapo
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fix dot;
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// Boss only vulnerable in back. See if hit there.
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// Note, if BOSS_INVULNERABLE_DOT is close to F1_0 (in magnitude), then should probably use non-quick version.
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const auto tvec1 = vm_vec_normalized_quick(vm_vec_sub(collision_point, robot->pos));
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dot = vm_vec_dot(tvec1, robot->orient.fvec);
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const auto tvec1 = vm_vec_normalized_quick(vm_vec_sub(collision_point, robot.pos));
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dot = vm_vec_dot(tvec1, robot.orient.fvec);
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if (dot > Boss_invulnerable_dot()) {
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if (const auto &&segp = find_point_seg(collision_point, vsegptridx(robot->segnum)))
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if (const auto &&segp = find_point_seg(collision_point, vsegptridx(robot.segnum)))
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digi_link_sound_to_pos(SOUND_WEAPON_HIT_DOOR, segp, 0, collision_point, 0, F1_0);
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damage_flag = 0;
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@ -1524,14 +1524,14 @@ static int do_boss_weapon_collision(const vobjptr_t robot, const vobjptr_t weapo
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// Cause weapon to bounce.
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// Make a copy of this weapon, because the physics wants to destroy it.
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if (!Weapon_info[get_weapon_id(weapon)].matter) {
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auto new_obj = obj_create(OBJ_WEAPON, get_weapon_id(weapon), vsegptridx(weapon->segnum), weapon->pos,
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&weapon->orient, weapon->size, weapon->control_type, weapon->movement_type, weapon->render_type);
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auto new_obj = obj_create(OBJ_WEAPON, get_weapon_id(weapon), vsegptridx(weapon.segnum), weapon.pos,
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&weapon.orient, weapon.size, weapon.control_type, weapon.movement_type, weapon.render_type);
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if (new_obj != object_none) {
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vms_vector weap_vec;
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fix speed;
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if (weapon->render_type == RT_POLYOBJ) {
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if (weapon.render_type == RT_POLYOBJ)
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{
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new_obj->rtype.pobj_info.model_num = Weapon_info[get_weapon_id(new_obj)].model_num;
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new_obj->size = fixdiv(Polygon_models[new_obj->rtype.pobj_info.model_num].rad,Weapon_info[get_weapon_id(new_obj)].po_len_to_width_ratio);
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}
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@ -1540,8 +1540,8 @@ static int do_boss_weapon_collision(const vobjptr_t robot, const vobjptr_t weapo
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new_obj->mtype.phys_info.drag = Weapon_info[get_weapon_id(weapon)].drag;
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vm_vec_zero(new_obj->mtype.phys_info.thrust);
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auto vec_to_point = vm_vec_normalized_quick(vm_vec_sub(collision_point, robot->pos));
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weap_vec = weapon->mtype.phys_info.velocity;
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auto vec_to_point = vm_vec_normalized_quick(vm_vec_sub(collision_point, robot.pos));
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auto weap_vec = weapon.mtype.phys_info.velocity;
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speed = vm_vec_normalize_quick(weap_vec);
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vm_vec_scale_add2(vec_to_point, weap_vec, -F1_0*2);
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vm_vec_scale(vec_to_point, speed/4);
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@ -1552,7 +1552,7 @@ static int do_boss_weapon_collision(const vobjptr_t robot, const vobjptr_t weapo
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}
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else if ((Weapon_info[get_weapon_id(weapon)].matter ? Boss_invulnerable_matter : Boss_invulnerable_energy)[d2_boss_index])
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{
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if (const auto &&segp = find_point_seg(collision_point, vsegptridx(robot->segnum)))
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if (const auto &&segp = find_point_seg(collision_point, vsegptridx(robot.segnum)))
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digi_link_sound_to_pos(SOUND_WEAPON_HIT_DOOR, segp, 0, collision_point, 0, F1_0);
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damage_flag = 0;
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}
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