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