diff --git a/similar/main/collide.cpp b/similar/main/collide.cpp index e3ebb2556..679b1ad04 100644 --- a/similar/main/collide.cpp +++ b/similar/main/collide.cpp @@ -1800,7 +1800,7 @@ static void collide_player_and_player(const vobjptridx_t player1, const vobjptri return; } -static objnum_t maybe_drop_primary_weapon_egg(const vobjptr_t playerobj, int weapon_index) +static objptridx_t maybe_drop_primary_weapon_egg(const vobjptr_t playerobj, int weapon_index) { int weapon_flag = HAS_PRIMARY_FLAG(weapon_index); const auto powerup_num = Primary_weapon_to_powerup[weapon_index]; @@ -1983,11 +1983,11 @@ void drop_player_eggs(const vobjptridx_t playerobj) vulcan_ammo = VULCAN_AMMO_AMOUNT; //make sure gun has at least as much as a powerup auto objnum = maybe_drop_primary_weapon_egg(playerobj, VULCAN_INDEX); if (objnum!=object_none) - Objects[objnum].ctype.powerup_info.count = vulcan_ammo; + objnum->ctype.powerup_info.count = vulcan_ammo; #if defined(DXX_BUILD_DESCENT_II) objnum = maybe_drop_primary_weapon_egg(playerobj, GAUSS_INDEX); if (objnum!=object_none) - Objects[objnum].ctype.powerup_info.count = vulcan_ammo; + objnum->ctype.powerup_info.count = vulcan_ammo; #endif // Drop the rest of the primary weapons @@ -2001,7 +2001,7 @@ void drop_player_eggs(const vobjptridx_t playerobj) objnum = maybe_drop_primary_weapon_egg(playerobj, OMEGA_INDEX); if (objnum!=object_none) - Objects[objnum].ctype.powerup_info.count = (get_player_id(playerobj)==Player_num)?Omega_charge:MAX_OMEGA_CHARGE; + objnum->ctype.powerup_info.count = (get_player_id(playerobj) == Player_num) ? Omega_charge : MAX_OMEGA_CHARGE; #endif // Drop the secondary weapons