---
 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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