Simplify do_missile_firing lookup of track_goal
Commit 81dd23b151
("Only charge player for weapons that fire successfully")
added an early return when `objnum == object_none`, so if execution
reaches the call to `multi_send_fire`, then the object is guaranteed to
exist. Access the track_goal without rechecking whether the object
exists.
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@ -2403,7 +2403,8 @@ void do_missile_firing(int drop_bomb)
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if (Game_mode & GM_MULTI)
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if (Game_mode & GM_MULTI)
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{
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{
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multi_send_fire(weapon+MISSILE_ADJUST, laser_level::_1 /* unused */, gun_flag, objnum == object_none ? object_none : objnum->ctype.laser_info.track_goal, weapon_index_is_player_bomb(weapon) ? objnum : object_none);
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const object &obj = *objnum;
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multi_send_fire(weapon+MISSILE_ADJUST, laser_level::_1 /* unused */, gun_flag, obj.ctype.laser_info.track_goal, weapon_index_is_player_bomb(weapon) ? objnum : object_none);
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}
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}
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// don't autoselect if dropping prox and prox not current weapon
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// don't autoselect if dropping prox and prox not current weapon
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