CalculateForceFromRange() takes an item number instead of an object

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5928 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2013-03-17 19:53:59 +00:00
parent e5f8799d07
commit 25471acf1f
+5 -5
View File
@@ -108,7 +108,7 @@ BOOLEAN PhysicsCheckForCollisions( REAL_OBJECT *pObject, INT32 *piCollisionI
void PhysicsResolveCollision( REAL_OBJECT *pObject, vector_3 *pVelocity, vector_3 *pNormal, real CoefficientOfRestitution );
void PhysicsDeleteObject( REAL_OBJECT *pObject );
BOOLEAN PhysicsHandleCollisions( REAL_OBJECT *pObject, INT32 *piCollisionID, real DeltaTime );
FLOAT CalculateForceFromRange( OBJECTTYPE *pItem, INT16 sRange, FLOAT dDegrees );
FLOAT CalculateForceFromRange( UINT16 usItem, INT16 sRange, FLOAT dDegrees );
INT32 RandomGridFromRadius( INT32 sSweetGridNo, INT8 ubMinRadius, INT8 ubMaxRadius );
@@ -2034,7 +2034,7 @@ void CalculateLaunchItemBasicParams( SOLDIERTYPE *pSoldier, OBJECTTYPE *pItem, I
if ( fMortar || fGLauncher )
{
// find min force
dMinForce = CalculateForceFromRange( pItem, (INT16)( sMinRange / 10 ), (FLOAT)( PI / 4 ) );
dMinForce = CalculateForceFromRange( pItem->usItem, (INT16)( sMinRange / 10 ), (FLOAT)( PI / 4 ) );
if ( dMagForce < dMinForce )
{
@@ -2151,7 +2151,7 @@ BOOLEAN CalculateLaunchItemChanceToGetThrough( SOLDIERTYPE *pSoldier, OBJECTTYPE
FLOAT CalculateForceFromRange( OBJECTTYPE *pItem, INT16 sRange, FLOAT dDegrees )
FLOAT CalculateForceFromRange(UINT16 usItem, INT16 sRange, FLOAT dDegrees )
{
FLOAT dMagForce;
INT32 sSrcGridNo, sDestGridNo;
@@ -2169,7 +2169,7 @@ FLOAT CalculateForceFromRange( OBJECTTYPE *pItem, INT16 sRange, FLOAT dDegrees )
// Buggler: impact explosives requiring larger force to reach desired range due to no bounce
// Please change the if conditions too when definition of OBJECT_DETONATE_ON_IMPACT( object ) changes
if ( ( Item[ pItem->usItem ].usItemClass == IC_BOMB ) || ( Explosive[ Item[ pItem->usItem ].ubClassIndex ].fExplodeOnImpact ) ) // && ( object->ubActionCode == THROW_ARM_ITEM || pObject->fTestObject ) )
if ( ( Item[ usItem ].usItemClass == IC_BOMB ) || ( Explosive[ Item[ usItem ].ubClassIndex ].fExplodeOnImpact ) ) // && ( object->ubActionCode == THROW_ARM_ITEM || pObject->fTestObject ) )
// Use a mortar shell objecttype to simulate impact explosives
CreateItem( MORTAR_SHELL, 100, &gTempObject );
else
@@ -2196,7 +2196,7 @@ FLOAT CalculateSoldierMaxForce( SOLDIERTYPE *pSoldier, FLOAT dDegrees , OBJECTTY
uiMaxRange = CalcMaxTossRange( pSoldier, pItem->usItem, fArmed );
dMagForce = CalculateForceFromRange( pItem, (INT16) uiMaxRange, dDegrees );
dMagForce = CalculateForceFromRange( pItem->usItem, (INT16) uiMaxRange, dDegrees );
DebugMsg (TOPIC_JA2,DBG_LEVEL_3,"CalculateSoldierMaxForce: done");
return( dMagForce );