Pass objptridx_t to do_boss_dying_frame
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1f0db4e7e5
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0666b863e7
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@ -2257,7 +2257,7 @@ void start_boss_death_sequence(object *objp)
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// ----------------------------------------------------------------------------------------------------------
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#if defined(DXX_BUILD_DESCENT_I)
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static void do_boss_dying_frame(object *objp)
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static void do_boss_dying_frame(objptridx_t objp)
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{
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fix boss_roll_val, temp;
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@ -2274,7 +2274,7 @@ static void do_boss_dying_frame(object *objp)
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if (Boss_dying_start_time + BOSS_DEATH_DURATION - BOSS_DEATH_SOUND_DURATION < GameTime64) {
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if (!Boss_dying_sound_playing) {
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Boss_dying_sound_playing = 1;
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digi_link_sound_to_object2( SOUND_BOSS_SHARE_DIE, objp-Objects, 0, F1_0*4, F1_0*1024 ); // F1_0*512 means play twice as loud
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digi_link_sound_to_object2( SOUND_BOSS_SHARE_DIE, objp, 0, F1_0*4, F1_0*1024 ); // F1_0*512 means play twice as loud
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} else if (d_rand() < FrameTime*16)
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create_small_fireball_on_object(objp, (F1_0 + d_rand()) * 8, 0);
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} else if (d_rand() < FrameTime*8)
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@ -2285,7 +2285,7 @@ static void do_boss_dying_frame(object *objp)
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Boss_dying_start_time=GameTime64; // make sure following only happens one time!
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do_controlcen_destroyed_stuff(object_none);
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explode_object(objp, F1_0/4);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, F1_0*512);
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}
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}
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@ -2400,7 +2400,7 @@ static int do_robot_dying_frame(object *objp, fix64 start_time, fix roll_duratio
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}
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// ----------------------------------------------------------------------
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static void do_boss_dying_frame(object *objp)
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static void do_boss_dying_frame(objptridx_t objp)
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{
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int rval;
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@ -2411,7 +2411,7 @@ static void do_boss_dying_frame(object *objp)
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Boss_dying_start_time=GameTime64; // make sure following only happens one time!
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do_controlcen_destroyed_stuff(object_none);
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explode_object(objp, F1_0/4);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, F1_0*512);
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}
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}
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