---
src/multistruct.c | 5 +----
src/order.c | 6 ++----
2 files changed, 3 insertions(+), 8 deletions(-)
diff --git a/src/multistruct.c b/src/multistruct.c
index a0da65d..20247cc 100644
--- a/src/multistruct.c
+++ b/src/multistruct.c
@@ -383,11 +383,8 @@ BOOL recvLasSat()
if( psStruct && psObj)
{
- Vector3i pos;
-
// FIXME HACK Needed since we got those ugly Vector3uw floating around in BASE_OBJECT...
- Vector3i_Set(&pos, psObj->pos.x, psObj->pos.y, psObj->pos.z);
-
+ Vector3i pos = {psObj->pos.x, psObj->pos.y, psObj->pos.z};
// Give enemy no quarter, unleash the lasat
proj_SendProjectile(&psStruct->asWeaps[0], NULL, player, pos, psObj, true, 0);
diff --git a/src/order.c b/src/order.c
index e792120..92b8b89 100644
--- a/src/order.c
+++ b/src/order.c
@@ -4189,14 +4189,12 @@ void orderStructureObj(UDWORD player, BASE_OBJECT *psObj)
{
if (lasSatStructSelected(psStruct))
{
- Vector3i pos;
+ // FIXME HACK Needed since we got those ugly Vector3uw floating around in BASE_OBJECT...
+ Vector3i pos = {psObj->pos.x, psObj->pos.y, psObj->pos.z};
//there will only be the one!
unsigned int firePause = weaponFirePause(&asWeaponStats[psStruct->asWeaps[0].nStat], (UBYTE)player);
unsigned int damLevel = PERCENT(psStruct->body, structureBody(psStruct));
- // FIXME HACK Needed since we got those ugly Vector3uw floating around in BASE_OBJECT...
- Vector3i_Set(&pos, psObj->pos.x, psObj->pos.y, psObj->pos.z);
-
if (damLevel < HEAVY_DAMAGE_LEVEL)
{
firePause += firePause;
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