Pass object_base &to boss_spew_robot
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@ -237,7 +237,7 @@ extern stolen_items_t Stolen_items;
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extern void create_buddy_bot(void);
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objnum_t boss_spew_robot(vobjptr_t objp, const vms_vector &pos);
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objptridx_t boss_spew_robot(const object_base &objp, const vms_vector &pos);
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void init_ai_for_ship(void);
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// Amount of time since the current robot was last processed for things such as movement.
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@ -2211,7 +2211,7 @@ static int do_any_robot_dying_frame(const vobjptridx_t)
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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// objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos.
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objnum_t boss_spew_robot(const vobjptr_t objp, const vms_vector &pos)
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objptridx_t boss_spew_robot(const object_base &objp, const vms_vector &pos)
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{
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int boss_index;
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@ -2219,12 +2219,12 @@ objnum_t boss_spew_robot(const vobjptr_t objp, const vms_vector &pos)
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Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
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const auto &&segnum = find_point_seg(pos, vsegptridx(objp->segnum));
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const auto &&segnum = find_point_seg(pos, vsegptridx(objp.segnum));
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if (segnum == segment_none) {
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return object_none;
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}
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const objptridx_t newobjp = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], &pos);
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const auto &&newobjp = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], &pos);
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// Make spewed robot come tumbling out as if blasted by a flash missile.
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if (newobjp != object_none) {
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@ -2240,7 +2240,7 @@ objnum_t boss_spew_robot(const vobjptr_t objp, const vms_vector &pos)
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newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
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// Now, give a big initial velocity to get moving away from boss.
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vm_vec_sub(newobjp->mtype.phys_info.velocity, pos, objp->pos);
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vm_vec_sub(newobjp->mtype.phys_info.velocity, pos, objp.pos);
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vm_vec_normalize_quick(newobjp->mtype.phys_info.velocity);
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vm_vec_scale(newobjp->mtype.phys_info.velocity, F1_0*128);
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}
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