Use valptr for state.cpp
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@ -1763,8 +1763,6 @@ int state_restore_all_sub(const char *filename, const secret_restore secret)
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for (playernum_t i = 0; i < MAX_PLAYERS; i++)
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{
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object *obj;
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// prepare arrays for mapping our players below
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coop_player_got[i] = 0;
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@ -1772,7 +1770,7 @@ int state_restore_all_sub(const char *filename, const secret_restore secret)
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state_read_player(fp, restore_players[i], swap);
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// make all (previous) player objects to ghosts but store them first for later remapping
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obj = &Objects[restore_players[i].objnum];
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const auto &&obj = vobjptr(restore_players[i].objnum);
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if (restore_players[i].connected == CONNECT_PLAYING && obj->type == OBJ_PLAYER)
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{
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restore_objects[i] = *obj;
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