From e669e71dda3df2c044d292189f517121f05c66c9 Mon Sep 17 00:00:00 2001 From: Kp Date: Sat, 10 Dec 2016 17:51:10 +0000 Subject: [PATCH] Pass player_info to ai_fire_laser_at_player --- similar/main/ai.cpp | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/similar/main/ai.cpp b/similar/main/ai.cpp index f6aed3664..f60c08378 100644 --- a/similar/main/ai.cpp +++ b/similar/main/ai.cpp @@ -1017,12 +1017,13 @@ static int lead_player(const object_base &objp, const vms_vector &fire_point, co // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat. // When this routine is complete, the parameter vec_to_player should not be necessary. -static void ai_fire_laser_at_player(const vobjptridx_t obj, const player_flags powerup_flags, const vms_vector &fire_point, int gun_num +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 #if defined(DXX_BUILD_DESCENT_II) , const vms_vector &believed_player_pos #endif ) { + const auto powerup_flags = player_info.powerup_flags; ai_local *ailp = &obj->ctype.ai_info.ail; robot_info *robptr = &Robot_info[get_robot_id(obj)]; vms_vector fire_vec; @@ -2561,7 +2562,7 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai } else { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; - ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0); + ai_fire_laser_at_player(obj, player_info, gun_point, 0); } } @@ -2586,7 +2587,7 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai && (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; - ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0); + ai_fire_laser_at_player(obj, player_info, gun_point, 0); aip->GOAL_STATE = AIS_RECO; ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO; @@ -2647,13 +2648,13 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai return; // New, multi-weapon-type system, 06/05/95 (life is slipping away...) if (ready_to_fire_weapon1(ailp, 0)) { - ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, fire_pos); + ai_fire_laser_at_player(obj, player_info, gun_point, gun_num, fire_pos); Last_fired_upon_player_pos = fire_pos; } if (gun_num != 0) { if (ready_to_fire_weapon2(robptr, ailp, 0)) { calc_gun_point(gun_point, obj, 0); - ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, fire_pos); + ai_fire_laser_at_player(obj, player_info, gun_point, 0, fire_pos); Last_fired_upon_player_pos = fire_pos; } } @@ -2691,7 +2692,7 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai && (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; - ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, Believed_player_pos); + ai_fire_laser_at_player(obj, player_info, gun_point, gun_num, Believed_player_pos); aip->GOAL_STATE = AIS_RECO; ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO; @@ -2733,13 +2734,13 @@ static void ai_do_actual_firing_stuff(const vobjptridx_t obj, ai_static *aip, ai // New, multi-weapon-type system, 06/05/95 (life is slipping away...) if (ready_to_fire_weapon1(ailp, 0)) { - ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, gun_num, Last_fired_upon_player_pos); + ai_fire_laser_at_player(obj, player_info, gun_point, gun_num, Last_fired_upon_player_pos); } if (gun_num != 0) { if (ready_to_fire_weapon2(robptr, ailp, 0)) { calc_gun_point(gun_point, obj, 0); - ai_fire_laser_at_player(obj, player_info.powerup_flags, gun_point, 0, Last_fired_upon_player_pos); + ai_fire_laser_at_player(obj, player_info, gun_point, 0, Last_fired_upon_player_pos); } } }