Pass object_base &to compute_headlight_light_on_object

This commit is contained in:
Kp 2016-04-23 17:59:47 +00:00
parent 2401bd60ce
commit bfc6efd187

View file

@ -549,12 +549,12 @@ void toggle_headlight_active()
#define MAX_DIST_LOG 6 //log(MAX_DIST-expressed-as-integer)
#define MAX_DIST (f1_0<<MAX_DIST_LOG) //no light beyond this dist
static fix compute_headlight_light_on_object(const vobjptr_t objp)
static fix compute_headlight_light_on_object(const object_base &objp)
{
fix light;
// Let's just illuminate players and robots for speed reasons, ok?
if ((objp->type != OBJ_ROBOT) && (objp->type != OBJ_PLAYER))
if (objp.type != OBJ_ROBOT && objp.type != OBJ_PLAYER)
return 0;
light = 0;
@ -562,7 +562,7 @@ static fix compute_headlight_light_on_object(const vobjptr_t objp)
range_for (const auto light_objp, partial_const_range(Headlights, Num_headlights))
{
fix dot, dist;
auto vec_to_obj = vm_vec_sub(objp->pos, light_objp->pos);
auto vec_to_obj = vm_vec_sub(objp.pos, light_objp->pos);
dist = vm_vec_normalize_quick(vec_to_obj);
if (dist > 0) {
dot = vm_vec_dot(light_objp->orient.fvec, vec_to_obj);