Pass player_info to ai_fire_laser_at_player
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@ -1017,12 +1017,13 @@ static int lead_player(const object_base &objp, const vms_vector &fire_point, co
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// Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
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// center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
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// When this routine is complete, the parameter vec_to_player should not be necessary.
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static void ai_fire_laser_at_player(const vobjptridx_t obj, const player_flags powerup_flags, const vms_vector &fire_point, int gun_num
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static void ai_fire_laser_at_player(const vobjptridx_t obj, const player_info &player_info, const vms_vector &fire_point, const int gun_num
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#if defined(DXX_BUILD_DESCENT_II)
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, const vms_vector &believed_player_pos
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#endif
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)
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{
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const auto powerup_flags = player_info.powerup_flags;
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ai_local *ailp = &obj->ctype.ai_info.ail;
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robot_info *robptr = &Robot_info[get_robot_id(obj)];
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vms_vector fire_vec;
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@ -2561,7 +2562,7 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
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} else {
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if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
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return;
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0);
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ai_fire_laser_at_player(obj, player_info, gun_point, 0);
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}
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}
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@ -2586,7 +2587,7 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
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&& (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) {
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if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
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return;
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0);
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ai_fire_laser_at_player(obj, player_info, gun_point, 0);
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aip->GOAL_STATE = AIS_RECO;
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ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
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@ -2647,13 +2648,13 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
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return;
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// New, multi-weapon-type system, 06/05/95 (life is slipping away...)
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if (ready_to_fire_weapon1(ailp, 0)) {
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos);
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ai_fire_laser_at_player(obj, player_info, gun_point, gun_num, fire_pos);
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Last_fired_upon_player_pos = fire_pos;
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}
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if (gun_num != 0) {
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if (ready_to_fire_weapon2(robptr, ailp, 0)) {
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calc_gun_point(gun_point, obj, 0);
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, fire_pos);
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ai_fire_laser_at_player(obj, player_info, gun_point, 0, fire_pos);
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Last_fired_upon_player_pos = fire_pos;
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}
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}
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@ -2691,7 +2692,7 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
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&& (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) {
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if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
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return;
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, Believed_player_pos);
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ai_fire_laser_at_player(obj, player_info, gun_point, gun_num, Believed_player_pos);
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aip->GOAL_STATE = AIS_RECO;
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ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
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@ -2733,13 +2734,13 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai
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// New, multi-weapon-type system, 06/05/95 (life is slipping away...)
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if (ready_to_fire_weapon1(ailp, 0))
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{
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, Last_fired_upon_player_pos);
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ai_fire_laser_at_player(obj, player_info, gun_point, gun_num, Last_fired_upon_player_pos);
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}
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if (gun_num != 0) {
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if (ready_to_fire_weapon2(robptr, ailp, 0)) {
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calc_gun_point(gun_point, obj, 0);
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ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, Last_fired_upon_player_pos);
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ai_fire_laser_at_player(obj, player_info, gun_point, 0, Last_fired_upon_player_pos);
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}
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}
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}
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