Use valptr for gameseg.cpp
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@ -855,8 +855,7 @@ vm_distance find_connected_distance(const vms_vector &p0, const vcsegptridx_t se
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cur_depth = 0;
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while (cur_seg != seg1) {
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segment *segp = &Segments[cur_seg];
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const auto &&segp = vsegptr(cur_seg);
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for (int sidenum = 0; sidenum < MAX_SIDES_PER_SEGMENT; sidenum++) {
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int snum = sidenum;
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@ -912,7 +911,7 @@ fcd_done1: ;
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this_seg = seg_queue[qtail].end;
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parent_seg = seg_queue[qtail].start;
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point_segs[num_points].segnum = this_seg;
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compute_segment_center(point_segs[num_points].point,&Segments[this_seg]);
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compute_segment_center(point_segs[num_points].point, vcsegptr(this_seg));
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num_points++;
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if (parent_seg == seg0)
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@ -1599,7 +1598,7 @@ static void apply_light_to_segment(visited_segment_bitarray_t &visited, const vs
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if (recursion_depth < 2)
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for (int sidenum=0; sidenum<6; sidenum++) {
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if (WALL_IS_DOORWAY(segp,sidenum) & WID_RENDPAST_FLAG)
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apply_light_to_segment(visited, &Segments[segp->children[sidenum]],segment_center,light_intensity,recursion_depth+1);
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apply_light_to_segment(visited, vsegptridx(segp->children[sidenum]), segment_center, light_intensity, recursion_depth+1);
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}
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}
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