Use valptr for gamesave.cpp
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88c0510eed
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@ -874,9 +874,10 @@ static int load_game_data(PHYSFS_file *LoadFile)
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range_for (auto &i, partial_range(Objects, gs_num_objects))
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{
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read_object(&i, LoadFile, game_top_fileinfo_version);
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const auto &&o = vobjptr(&i);
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read_object(o, LoadFile, game_top_fileinfo_version);
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i.signature = obj_get_signature();
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verify_object(&i);
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verify_object(o);
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}
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}
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@ -1461,7 +1462,7 @@ int create_new_mine(void)
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// Create New_segment, which is the segment we will be adding at each instance.
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med_create_new_segment({DEFAULT_X_SIZE, DEFAULT_Y_SIZE, DEFAULT_Z_SIZE}); // New_segment = Segments[0];
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// med_create_segment(Segments,0,0,0,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE,vm_mat_make(&m1,F1_0,0,0,0,F1_0,0,0,0,F1_0));
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med_create_segment(&Segments[0],0,0,0,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE,m1);
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med_create_segment(vsegptridx(static_cast<segnum_t>(0)),0,0,0,DEFAULT_X_SIZE,DEFAULT_Y_SIZE,DEFAULT_Z_SIZE,m1);
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Found_segs.clear();
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Selected_segs.clear();
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@ -1685,7 +1686,7 @@ static int save_level_sub(const char * filename)
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if (update_object_seg(plr) == 0) {
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if (plr->segnum > Highest_segment_index)
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plr->segnum = segment_first;
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compute_segment_center(plr->pos,&(Segments[plr->segnum]));
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compute_segment_center(plr->pos, vcsegptr(plr->segnum));
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}
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}
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