Remove N_controlcen_guns cache

Get the counter directly from the relevant reactor model
This commit is contained in:
Kp 2013-03-23 19:15:12 +00:00
parent 60545c245a
commit e49dc6265c

View file

@ -52,7 +52,6 @@ int Num_reactors=0;
control_center_triggers ControlCenterTriggers;
int N_controlcen_guns;
int Control_center_been_hit;
int Control_center_player_been_seen;
int Control_center_next_fire_time;
@ -62,9 +61,8 @@ void do_countdown_frame();
// -----------------------------------------------------------------------------
//return the position & orientation of a gun on the control center object
void calc_controlcen_gun_point(object *obj,int gun_num)
void calc_controlcen_gun_point(reactor *reactor, object *obj,int gun_num)
{
reactor *reactor;
vms_matrix m;
vms_vector *gun_point = &obj->ctype.reactor_info.gun_pos[gun_num];
vms_vector *gun_dir = &obj->ctype.reactor_info.gun_dir[gun_num];
@ -72,8 +70,6 @@ void calc_controlcen_gun_point(object *obj,int gun_num)
Assert(obj->type == OBJ_CNTRLCEN);
Assert(obj->render_type==RT_POLYOBJ);
reactor = &Reactors[obj->id];
Assert(gun_num < reactor->n_guns);
//instance gun position & orientation
@ -352,10 +348,11 @@ void do_controlcen_frame(object *obj)
controlcen_death_silence = 0;
if ((Control_center_next_fire_time < 0) && !(controlcen_death_silence > F1_0*2)) {
reactor *reactor = &Reactors[obj->id];
if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
best_gun_num = calc_best_gun(N_controlcen_guns, obj, &Believed_player_pos);
best_gun_num = calc_best_gun(reactor->n_guns, obj, &Believed_player_pos);
else
best_gun_num = calc_best_gun(N_controlcen_guns, obj, &ConsoleObject->pos);
best_gun_num = calc_best_gun(reactor->n_guns, obj, &ConsoleObject->pos);
if (best_gun_num != -1) {
int rand_prob, count;
@ -462,9 +459,9 @@ void init_controlcen_for_level(void)
} else {
// Compute all gun positions.
objp = &Objects[cntrlcen_objnum];
N_controlcen_guns = Reactors[objp->id].n_guns;
for (i=0; i<N_controlcen_guns; i++)
calc_controlcen_gun_point(objp, i);
reactor *reactor = &Reactors[objp->id];
for (i=0; i<reactor->n_guns; i++)
calc_controlcen_gun_point(reactor, objp, i);
Control_center_present = 1;
if (Reactor_strength == -1) { //use old defaults