[Remove] Eradicated some useless target parameters.
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8b0fbb8772
commit
febcfdbbb5
4
src/ai.c
4
src/ai.c
@ -529,8 +529,8 @@ void ai_think(Pilot* pilot) {
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cur_pilot->solid->dir);
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cur_pilot->solid->dir);
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/* Fire weapons if needs be. */
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/* Fire weapons if needs be. */
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if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, cur_pilot->target, 0); /* Primary. */
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if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, 0); /* Primary. */
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if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, cur_pilot->target, 1); /* Secondary. */
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if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, 1); /* Secondary. */
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}
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}
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/**
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/**
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20
src/pilot.c
20
src/pilot.c
@ -57,7 +57,7 @@ extern void player_dead(void);
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extern void player_destroyed(void);
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extern void player_destroyed(void);
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extern int gui_load(const char* name);
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extern int gui_load(const char* name);
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/* Internal. */
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/* Internal. */
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static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t);
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static void pilot_shootWeapon(Pilot* p, PilotOutfit* w);
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static void pilot_update(Pilot* pilot, const double dt);
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static void pilot_update(Pilot* pilot, const double dt);
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static void pilot_hyperspace(Pilot* pilot);
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static void pilot_hyperspace(Pilot* pilot);
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void pilot_render(Pilot* pilot);
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void pilot_render(Pilot* pilot);
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@ -204,7 +204,7 @@ int pilot_freeSpace(Pilot* p) {
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}
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}
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/* Mkay, this is how we shoot. Listen up. */
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/* Mkay, this is how we shoot. Listen up. */
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void pilot_shoot(Pilot* p, const unsigned int target, const int secondary) {
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void pilot_shoot(Pilot* p, const int secondary) {
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int i;
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int i;
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Outfit* o;
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Outfit* o;
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@ -216,11 +216,11 @@ void pilot_shoot(Pilot* p, const unsigned int target, const int secondary) {
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o = p->outfits[i].outfit;
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o = p->outfits[i].outfit;
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if(!outfit_isProp(o, OUTFIT_PROP_WEAP_SECONDARY) &&
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if(!outfit_isProp(o, OUTFIT_PROP_WEAP_SECONDARY) &&
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(outfit_isBolt(o) || outfit_isBeam(o))) /** @todo Possibly make the neater. */
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(outfit_isBolt(o) || outfit_isBeam(o))) /** @todo Possibly make the neater. */
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pilot_shootWeapon(p, &p->outfits[i], target);
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pilot_shootWeapon(p, &p->outfits[i]);
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}
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}
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} else {
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} else {
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if(!p->secondary) return; /* No secondary weapon. */
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if(!p->secondary) return; /* No secondary weapon. */
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pilot_shootWeapon(p, p->secondary, target);
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pilot_shootWeapon(p, p->secondary);
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}
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}
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}
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}
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@ -258,14 +258,14 @@ void pilot_shootStop(Pilot* p, const int secondary) {
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}
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}
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/**
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/**
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* @fn static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t)
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* @fn static void pilot_shootWeapon(Pilot* p, PilotOutfit* w)
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*
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*
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* @brief Actually handles the shooting, how often the player can shoot and such.
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* @brief Actually handles the shooting, how often the player can shoot and such.
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* @param p Pilot that is shooting.
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* @param p Pilot that is shooting.
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* @param w Pilot's outfit to shoot.
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* @param w Pilot's outfit to shoot.
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* @param t Pilot's target.
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* @param t Pilot's target.
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*/
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*/
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static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
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static void pilot_shootWeapon(Pilot* p, PilotOutfit* w) {
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int quantity, delay;
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int quantity, delay;
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/* WElll... Trying to shoot when you have no ammo?? FUUU */
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/* WElll... Trying to shoot when you have no ammo?? FUUU */
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quantity = pilot_oquantity(p,w);
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quantity = pilot_oquantity(p,w);
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@ -282,7 +282,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
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p->energy -= outfit_energy(w->outfit);
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p->energy -= outfit_energy(w->outfit);
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weapon_add(w->outfit, p->solid->dir,
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weapon_add(w->outfit, p->solid->dir,
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&p->solid->pos, &p->solid->vel, p->id, t);
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&p->solid->pos, &p->solid->vel, p->id, p->target);
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}
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}
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/* Beam Weapons. */
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/* Beam Weapons. */
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@ -292,7 +292,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
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/** @todo Handle warmup stage. */
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/** @todo Handle warmup stage. */
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w->state = PILOT_OUTFIT_ON;
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w->state = PILOT_OUTFIT_ON;
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w->beamid = beam_start(w->outfit, p->solid->dir,
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w->beamid = beam_start(w->outfit, p->solid->dir,
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&p->solid->pos, &p->solid->vel, p->id, t);
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&p->solid->pos, &p->solid->vel, p->id, p->target);
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}
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}
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/*
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/*
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@ -302,7 +302,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
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*/
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*/
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else if(outfit_isLauncher(w->outfit) && (w == p->secondary)) {
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else if(outfit_isLauncher(w->outfit) && (w == p->secondary)) {
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/* Shooter can't be the target - Sanity check for the player. */
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/* Shooter can't be the target - Sanity check for the player. */
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if((w->outfit->type != OUTFIT_TYPE_MISSILE_DUMB) && (p->id == t))
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if((w->outfit->type != OUTFIT_TYPE_MISSILE_DUMB) && (p->id == p->target))
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return;
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return;
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/* Must have ammo left. */
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/* Must have ammo left. */
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@ -315,7 +315,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
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p->energy -= outfit_energy(w->outfit);
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p->energy -= outfit_energy(w->outfit);
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weapon_add(p->ammo->outfit, p->solid->dir, &p->solid->pos,
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weapon_add(p->ammo->outfit, p->solid->dir, &p->solid->pos,
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&p->solid->vel, p->id, t);
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&p->solid->vel, p->id, p->target);
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p->ammo->quantity -= 1; /* There's no getting this one back. */
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p->ammo->quantity -= 1; /* There's no getting this one back. */
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if(p->ammo->quantity <= 0) /* Out of ammo. */
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if(p->ammo->quantity <= 0) /* Out of ammo. */
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@ -221,7 +221,7 @@ Fleet* fleet_get(const char* name);
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int pilot_getJumps(const Pilot* p);
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int pilot_getJumps(const Pilot* p);
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/* Misc. */
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/* Misc. */
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void pilot_shoot(Pilot* p, const unsigned int target, const int secondary);
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void pilot_shoot(Pilot* p, const int secondary);
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void pilot_shootStop(Pilot* p, const int secondary);
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void pilot_shootStop(Pilot* p, const int secondary);
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void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
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const DamageType dtype, const double damage);
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const DamageType dtype, const double damage);
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@ -1564,7 +1564,7 @@ void player_think(Pilot* pplayer) {
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/* Primary weapon. */
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/* Primary weapon. */
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if(player_isFlag(PLAYER_PRIMARY)) {
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if(player_isFlag(PLAYER_PRIMARY)) {
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pilot_shoot(pplayer, player->target, 0);
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pilot_shoot(pplayer, 0);
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player_setFlag(PLAYER_PRIMARY_L);
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player_setFlag(PLAYER_PRIMARY_L);
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}
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}
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else if(player_isFlag(PLAYER_PRIMARY_L)) {
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else if(player_isFlag(PLAYER_PRIMARY_L)) {
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@ -1580,7 +1580,7 @@ void player_think(Pilot* pplayer) {
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outfit_isBeam(pplayer->secondary->outfit)) {
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outfit_isBeam(pplayer->secondary->outfit)) {
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pilot_shootStop(pplayer, 1);
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pilot_shootStop(pplayer, 1);
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} else
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} else
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pilot_shoot(pplayer, player->target, 1);
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pilot_shoot(pplayer, 1);
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player_setFlag(PLAYER_SECONDARY_L);
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player_setFlag(PLAYER_SECONDARY_L);
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}
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}
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else if(player_isFlag(PLAYER_SECONDARY_L)) {
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else if(player_isFlag(PLAYER_SECONDARY_L)) {
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