Use valptr for render.cpp
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@ -1164,9 +1164,9 @@ static void build_object_lists(render_state_t &rstate)
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for (sn=0,sf=1;sn<6;sn++,sf<<=1)
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if (m.sidemask & sf) {
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#if defined(DXX_BUILD_DESCENT_I)
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segment *seg = &Segments[obj->segnum];
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const auto &&seg = vcsegptr(obj->segnum);
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#elif defined(DXX_BUILD_DESCENT_II)
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segment *seg = &Segments[new_segnum];
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const auto &&seg = vcsegptr(new_segnum);
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#endif
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if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) { //can explosion migrate through
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@ -1676,7 +1676,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, window_rendered_data &wi
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// render segment
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{
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segment *seg = &Segments[segnum];
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const auto &&seg = vcsegptridx(segnum);
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int sn;
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Assert(segnum!=segment_none && segnum<=Highest_segment_index);
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g3s_codes cc=rotate_list(seg->verts);
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@ -1773,7 +1773,7 @@ void render_mine(segnum_t start_seg_num,fix eye_offset, window_rendered_data &wi
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// render segment
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{
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segment *seg = &Segments[segnum];
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const auto &&seg = vcsegptridx(segnum);
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int sn;
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Assert(segnum!=segment_none && segnum<=Highest_segment_index);
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g3s_codes cc=rotate_list(seg->verts);
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