From e52456d312e782fc0abbc8fb0c45b2a55a3edeac Mon Sep 17 00:00:00 2001
From: Allanis <allanis@saracraft.net>
Date: Tue, 20 May 2014 23:40:34 +0100
Subject: [PATCH] [Remove] Don't bother taking into account sprite size when
 creating weapons. (It wasn't working anyway..)

---
 src/weapon.c | 8 ++------
 1 file changed, 2 insertions(+), 6 deletions(-)

diff --git a/src/weapon.c b/src/weapon.c
index 657fc85..6532477 100644
--- a/src/weapon.c
+++ b/src/weapon.c
@@ -722,7 +722,7 @@ static void weapon_hitBeam(Weapon* w, Pilot* p, WeaponLayer layer,
  */
 static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2* pos,
                              const Vec2* vel, unsigned int parent, const unsigned int target) {
-  Vec2 v, vp;
+  Vec2 v;
   double mass, rdir;
   Pilot* pilot_target;
   double x, y, t, dist;
@@ -780,15 +780,11 @@ static Weapon* weapon_create(const Outfit* outfit, const double dir, const Vec2*
 
     if((rdir > 2.*M_PI) || (rdir < 0.)) rdir = fmod(rdir, 2.*M_PI);
 
-    /* Set the position to include sprite size. */
-    vect_cset(&vp, pos->x + cos(rdir)*w->outfit->u.blt.gfx_space->sx/2.,
-        pos->y + sin(rdir)*w->outfit->u.blt.gfx_space->sy/2.);
-
     mass = 1; /* Lasers are presumed to have unitory mass. */
     vectcpy(&v, vel);
     vect_cadd(&v, outfit->u.blt.speed*cos(rdir), outfit->u.blt.speed*sin(rdir));
     w->timer = outfit->u.blt.range/outfit->u.blt.speed;
-    w->solid = solid_create(mass, rdir, &vp, &v);
+    w->solid = solid_create(mass, rdir, pos, &v);
     w->voice = sound_playPos(w->outfit->u.blt.sound,
         w->solid->pos.x + w->solid->vel.x,
         w->solid->pos.y + w->solid->vel.y);