Reduce multi_do_effect_blowup stack usage
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@ -2192,7 +2192,7 @@ static void multi_do_effect_blowup(const playernum_t pnum, const ubyte *buf)
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//create a dummy object which will be the weapon that hits
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//the monitor. the blowup code wants to know who the parent of the
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//laser is, so create a laser whose parent is the player
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laser_info laser;
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laser_parent laser;
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laser.parent_type = OBJ_PLAYER;
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laser.parent_num = pnum;
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