diff --git a/common/main/ai.h b/common/main/ai.h index c7f61add6..ad84eb9b3 100644 --- a/common/main/ai.h +++ b/common/main/ai.h @@ -134,7 +134,7 @@ void create_path_to_player(vobjptridx_t objp, int max_length, int safety_flag); void attempt_to_resume_path(vobjptridx_t objp); // When a robot and a player collide, some robots attack! -void do_ai_robot_hit_attack(vobjptridx_t robot, objptridx_t player, const vms_vector &collision_point); +void do_ai_robot_hit_attack(vobjptridx_t robot, vobjptridx_t player, const vms_vector &collision_point); #if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II) #if defined(DXX_BUILD_DESCENT_I) typedef vobjptr_t _ai_door_is_openable_objptr; diff --git a/similar/main/ai.cpp b/similar/main/ai.cpp index 8811e7355..0a3bae02f 100644 --- a/similar/main/ai.cpp +++ b/similar/main/ai.cpp @@ -937,7 +937,7 @@ static void set_next_fire_time(const vobjptr_t objp, ai_local *ailp, robot_info // ---------------------------------------------------------------------------------- // When some robots collide with the player, they attack. // If player is cloaked, then robot probably didn't actually collide, deal with that here. -void do_ai_robot_hit_attack(const vobjptridx_t robot, const objptridx_t playerobj, const vms_vector &collision_point) +void do_ai_robot_hit_attack(const vobjptridx_t robot, const vobjptridx_t playerobj, const vms_vector &collision_point) { ai_local *ailp = &robot->ctype.ai_info.ail; robot_info *robptr = &Robot_info[get_robot_id(robot)];