Pass object &to blast_nearby_glass
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a18a483114
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@ -274,7 +274,7 @@ void start_wall_decloak(vsegptridx_t seg, int side);
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void cloaking_wall_read(cloaking_wall &cw, PHYSFS_File *fp);
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void cloaking_wall_write(const cloaking_wall &cw, PHYSFS_File *fp);
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#endif
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void blast_nearby_glass(vobjptr_t objp, fix damage);
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void blast_nearby_glass(const object &objp, fix damage);
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#endif
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void wclip_read(PHYSFS_File *, wclip &wc);
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@ -1448,6 +1448,7 @@ void clear_stuck_objects(void)
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static void bng_process_segment(const object &objp, fix damage, const vsegptridx_t segp, int depth, visited_segment_bitarray_t &visited)
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{
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visited[segp] = true;
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int i, sidenum;
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if (depth > MAX_BLAST_GLASS_DEPTH)
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@ -1483,7 +1484,6 @@ static void bng_process_segment(const object &objp, fix damage, const vsegptridx
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if (segnum != segment_none) {
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if (!visited[segnum]) {
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if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
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visited[segnum] = true;
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bng_process_segment(objp, damage, segp.absolute_sibling(segnum), depth, visited);
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}
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}
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@ -1494,12 +1494,10 @@ static void bng_process_segment(const object &objp, fix damage, const vsegptridx
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// -----------------------------------------------------------------------------------
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// objp is going to detonate
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// blast nearby monitors, lights, maybe other things
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void blast_nearby_glass(const vobjptr_t objp, fix damage)
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void blast_nearby_glass(const object &objp, fix damage)
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{
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visited_segment_bitarray_t visited;
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visited[objp->segnum] = true;
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bng_process_segment(objp, damage, vsegptridx(objp->segnum), 0, visited);
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bng_process_segment(objp, damage, vsegptridx(objp.segnum), 0, visited);
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}
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struct d1wclip
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