From b46ddf26e71ed88e7b2e2da11439481e97b0717c Mon Sep 17 00:00:00 2001 From: Kp Date: Sat, 23 Apr 2016 17:59:47 +0000 Subject: [PATCH] Pass object &to powerup_grab_cheat --- similar/main/game.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/similar/main/game.cpp b/similar/main/game.cpp index 52bf8ae64..f3f7e28ea 100644 --- a/similar/main/game.cpp +++ b/similar/main/game.cpp @@ -1742,7 +1742,7 @@ void FireLaser() // ------------------------------------------------------------------------------------------------------- // If player is close enough to objnum, which ought to be a powerup, pick it up! // This could easily be made difficulty level dependent. -static void powerup_grab_cheat(const vobjptr_t player, const vobjptridx_t powerup) +static void powerup_grab_cheat(object &player, const vobjptridx_t powerup) { fix powerup_size; fix player_size; @@ -1750,12 +1750,12 @@ static void powerup_grab_cheat(const vobjptr_t player, const vobjptridx_t poweru Assert(powerup->type == OBJ_POWERUP); powerup_size = powerup->size; - player_size = player->size; + player_size = player.size; - const auto dist = vm_vec_dist_quick(powerup->pos, player->pos); + const auto dist = vm_vec_dist_quick(powerup->pos, player.pos); if ((dist < 2*(powerup_size + player_size)) && !(powerup->flags & OF_SHOULD_BE_DEAD)) { - const auto collision_point = vm_vec_avg(powerup->pos, player->pos); + const auto collision_point = vm_vec_avg(powerup->pos, player.pos); collide_player_and_powerup(player, powerup, collision_point); } }