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