Use objptridx_t in Laser_create_new
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@ -622,8 +622,6 @@ static inline int is_laser_weapon_type(enum weapon_type_t weapon_type)
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// Returns object number.
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int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum, int parent, enum weapon_type_t weapon_type, int make_sound )
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{
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int objnum;
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object *obj;
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fix parent_speed, weapon_speed;
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fix volume;
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fix laser_length=0;
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@ -717,14 +715,12 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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if (Objects[parent].type == OBJ_ROBOT)
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do_muzzle_stuff(segnum, position);
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objnum = create_weapon_object(weapon_type,segnum,position);
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objptridx_t obj = create_weapon_object(weapon_type,segnum,position);
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if ( objnum == object_none ) {
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return objnum;
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if ( obj == object_none ) {
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return obj;
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}
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obj = &Objects[objnum];
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#if defined(DXX_BUILD_DESCENT_II)
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// Do the special Omega Cannon stuff. Then return on account of everything that follows does
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// not apply to the Omega Cannon.
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@ -740,7 +736,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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do_omega_stuff(&Objects[parent], position, obj);
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return objnum;
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return obj;
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}
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#endif
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@ -873,7 +869,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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if (end_segnum != obj->segnum) {
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if (end_segnum != segment_none) {
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obj->pos = end_pos;
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obj_relink(obj-Objects, end_segnum);
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obj_relink(obj, end_segnum);
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}
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} else
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obj->pos = end_pos;
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@ -921,7 +917,7 @@ int Laser_create_new( vms_vector * direction, vms_vector * position, int segnum,
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if ((obj->type == OBJ_WEAPON) && (get_weapon_id(obj) == FLARE_ID))
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obj->lifeleft += (d_rand()-16384) << 2; // add in -2..2 seconds
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return objnum;
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return obj;
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}
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// -----------------------------------------------------------------------------------------------------------
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