[Remove] Eradicated some useless target parameters.

This commit is contained in:
Allanis 2013-12-29 22:46:12 +00:00
parent 8b0fbb8772
commit febcfdbbb5
4 changed files with 15 additions and 15 deletions

View File

@ -529,8 +529,8 @@ void ai_think(Pilot* pilot) {
cur_pilot->solid->dir);
/* Fire weapons if needs be. */
if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, cur_pilot->target, 0); /* Primary. */
if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, cur_pilot->target, 1); /* Secondary. */
if(ai_isFlag(AI_PRIMARY)) pilot_shoot(pilot, 0); /* Primary. */
if(ai_isFlag(AI_SECONDARY)) pilot_shoot(pilot, 1); /* Secondary. */
}
/**

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@ -57,7 +57,7 @@ extern void player_dead(void);
extern void player_destroyed(void);
extern int gui_load(const char* name);
/* Internal. */
static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t);
static void pilot_shootWeapon(Pilot* p, PilotOutfit* w);
static void pilot_update(Pilot* pilot, const double dt);
static void pilot_hyperspace(Pilot* pilot);
void pilot_render(Pilot* pilot);
@ -204,7 +204,7 @@ int pilot_freeSpace(Pilot* p) {
}
/* Mkay, this is how we shoot. Listen up. */
void pilot_shoot(Pilot* p, const unsigned int target, const int secondary) {
void pilot_shoot(Pilot* p, const int secondary) {
int i;
Outfit* o;
@ -216,11 +216,11 @@ void pilot_shoot(Pilot* p, const unsigned int target, const int secondary) {
o = p->outfits[i].outfit;
if(!outfit_isProp(o, OUTFIT_PROP_WEAP_SECONDARY) &&
(outfit_isBolt(o) || outfit_isBeam(o))) /** @todo Possibly make the neater. */
pilot_shootWeapon(p, &p->outfits[i], target);
pilot_shootWeapon(p, &p->outfits[i]);
}
} else {
if(!p->secondary) return; /* No secondary weapon. */
pilot_shootWeapon(p, p->secondary, target);
pilot_shootWeapon(p, p->secondary);
}
}
@ -258,14 +258,14 @@ void pilot_shootStop(Pilot* p, const int secondary) {
}
/**
* @fn static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t)
* @fn static void pilot_shootWeapon(Pilot* p, PilotOutfit* w)
*
* @brief Actually handles the shooting, how often the player can shoot and such.
* @param p Pilot that is shooting.
* @param w Pilot's outfit to shoot.
* @param t Pilot's target.
*/
static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
static void pilot_shootWeapon(Pilot* p, PilotOutfit* w) {
int quantity, delay;
/* WElll... Trying to shoot when you have no ammo?? FUUU */
quantity = pilot_oquantity(p,w);
@ -282,7 +282,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
p->energy -= outfit_energy(w->outfit);
weapon_add(w->outfit, p->solid->dir,
&p->solid->pos, &p->solid->vel, p->id, t);
&p->solid->pos, &p->solid->vel, p->id, p->target);
}
/* Beam Weapons. */
@ -292,7 +292,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
/** @todo Handle warmup stage. */
w->state = PILOT_OUTFIT_ON;
w->beamid = beam_start(w->outfit, p->solid->dir,
&p->solid->pos, &p->solid->vel, p->id, t);
&p->solid->pos, &p->solid->vel, p->id, p->target);
}
/*
@ -302,7 +302,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
*/
else if(outfit_isLauncher(w->outfit) && (w == p->secondary)) {
/* Shooter can't be the target - Sanity check for the player. */
if((w->outfit->type != OUTFIT_TYPE_MISSILE_DUMB) && (p->id == t))
if((w->outfit->type != OUTFIT_TYPE_MISSILE_DUMB) && (p->id == p->target))
return;
/* Must have ammo left. */
@ -315,7 +315,7 @@ static void pilot_shootWeapon(Pilot* p, PilotOutfit* w, const unsigned int t) {
p->energy -= outfit_energy(w->outfit);
weapon_add(p->ammo->outfit, p->solid->dir, &p->solid->pos,
&p->solid->vel, p->id, t);
&p->solid->vel, p->id, p->target);
p->ammo->quantity -= 1; /* There's no getting this one back. */
if(p->ammo->quantity <= 0) /* Out of ammo. */

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@ -221,7 +221,7 @@ Fleet* fleet_get(const char* name);
int pilot_getJumps(const Pilot* p);
/* Misc. */
void pilot_shoot(Pilot* p, const unsigned int target, const int secondary);
void pilot_shoot(Pilot* p, const int secondary);
void pilot_shootStop(Pilot* p, const int secondary);
void pilot_hit(Pilot* p, const Solid* w, const unsigned int shooter,
const DamageType dtype, const double damage);

View File

@ -1564,7 +1564,7 @@ void player_think(Pilot* pplayer) {
/* Primary weapon. */
if(player_isFlag(PLAYER_PRIMARY)) {
pilot_shoot(pplayer, player->target, 0);
pilot_shoot(pplayer, 0);
player_setFlag(PLAYER_PRIMARY_L);
}
else if(player_isFlag(PLAYER_PRIMARY_L)) {
@ -1580,7 +1580,7 @@ void player_think(Pilot* pplayer) {
outfit_isBeam(pplayer->secondary->outfit)) {
pilot_shootStop(pplayer, 1);
} else
pilot_shoot(pplayer, player->target, 1);
pilot_shoot(pplayer, 1);
player_setFlag(PLAYER_SECONDARY_L);
}
else if(player_isFlag(PLAYER_SECONDARY_L)) {