Make do_ai_robot_hit_attack player vobjptridx_t
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@ -134,7 +134,7 @@ void create_path_to_player(vobjptridx_t objp, int max_length, int safety_flag);
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void attempt_to_resume_path(vobjptridx_t objp);
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// When a robot and a player collide, some robots attack!
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void do_ai_robot_hit_attack(vobjptridx_t robot, objptridx_t player, const vms_vector &collision_point);
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void do_ai_robot_hit_attack(vobjptridx_t robot, vobjptridx_t player, const vms_vector &collision_point);
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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#if defined(DXX_BUILD_DESCENT_I)
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typedef vobjptr_t _ai_door_is_openable_objptr;
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@ -937,7 +937,7 @@ static void set_next_fire_time(const vobjptr_t objp, ai_local *ailp, robot_info
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// ----------------------------------------------------------------------------------
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// When some robots collide with the player, they attack.
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// If player is cloaked, then robot probably didn't actually collide, deal with that here.
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void do_ai_robot_hit_attack(const vobjptridx_t robot, const objptridx_t playerobj, const vms_vector &collision_point)
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void do_ai_robot_hit_attack(const vobjptridx_t robot, const vobjptridx_t playerobj, const vms_vector &collision_point)
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{
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ai_local *ailp = &robot->ctype.ai_info.ail;
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robot_info *robptr = &Robot_info[get_robot_id(robot)];
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