Pass object_base &to add_awareness_event
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@ -4111,7 +4111,7 @@ void ai_do_cloak_stuff(void)
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// ----------------------------------------------------------------------------
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// Returns false if awareness is considered too puny to add, else returns true.
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static int add_awareness_event(const vobjptr_t objp, player_awareness_type_t type)
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static int add_awareness_event(const object_base &objp, player_awareness_type_t type)
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{
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// If player cloaked and hit a robot, then increase awareness
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if (type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION ||
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@ -4122,14 +4122,14 @@ static int add_awareness_event(const vobjptr_t objp, player_awareness_type_t typ
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if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
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if (type == player_awareness_type_t::PA_WEAPON_WALL_COLLISION ||
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type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION)
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if (objp->type == OBJ_WEAPON && get_weapon_id(objp) == weapon_id_type::VULCAN_ID)
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if (objp.type == OBJ_WEAPON && get_weapon_id(objp) == weapon_id_type::VULCAN_ID)
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if (d_rand() > 3276)
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return 0; // For vulcan cannon, only about 1/10 actually cause awareness
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Awareness_events[Num_awareness_events].segnum = objp->segnum;
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Awareness_events[Num_awareness_events].pos = objp->pos;
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Awareness_events[Num_awareness_events].type = type;
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Num_awareness_events++;
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auto &e = Awareness_events[Num_awareness_events++];
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e.segnum = objp.segnum;
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e.pos = objp.pos;
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e.type = type;
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} else {
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//Int3(); // Hey -- Overflowed Awareness_events, make more or something
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// This just gets ignored, so you can just
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