Pass object_base &to collide_weapon_and_clutter
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@ -1269,14 +1269,14 @@ static void collide_weapon_and_controlcen(const vobjptridx_t weapon, const vobjp
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}
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static void collide_weapon_and_clutter(const vobjptr_t weapon, const vobjptridx_t clutter, const vms_vector &collision_point)
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static void collide_weapon_and_clutter(object_base &weapon, const vobjptridx_t clutter, const vms_vector &collision_point)
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{
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short exp_vclip = VCLIP_SMALL_EXPLOSION;
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if ( clutter->shields >= 0 )
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clutter->shields -= weapon->shields;
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clutter->shields -= weapon.shields;
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digi_link_sound_to_pos(SOUND_LASER_HIT_CLUTTER, vsegptridx(weapon->segnum), 0, collision_point, 0, F1_0);
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digi_link_sound_to_pos(SOUND_LASER_HIT_CLUTTER, vsegptridx(weapon.segnum), 0, collision_point, 0, F1_0);
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object_create_explosion(vsegptridx(clutter->segnum), collision_point, ((clutter->size/3)*3)/4, exp_vclip);
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