Pass object_base &to drop_missile_1_or_4
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@ -1825,9 +1825,9 @@ static void maybe_drop_secondary_weapon_egg(const object_base &playerobj, int we
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call_object_create_egg(playerobj, 1, OBJ_POWERUP, powerup_num);
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}
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static void drop_missile_1_or_4(const vobjptr_t playerobj,int missile_index)
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static void drop_missile_1_or_4(const object &playerobj,int missile_index)
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{
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unsigned num_missiles = playerobj->ctype.player_info.secondary_ammo[missile_index];
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unsigned num_missiles = playerobj.ctype.player_info.secondary_ammo[missile_index];
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const auto powerup_id = Secondary_weapon_to_powerup[missile_index];
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if (num_missiles > 10)
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