Pass object &to powerup_grab_cheat
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@ -1742,7 +1742,7 @@ void FireLaser()
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// -------------------------------------------------------------------------------------------------------
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// If player is close enough to objnum, which ought to be a powerup, pick it up!
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// This could easily be made difficulty level dependent.
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static void powerup_grab_cheat(const vobjptr_t player, const vobjptridx_t powerup)
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static void powerup_grab_cheat(object &player, const vobjptridx_t powerup)
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{
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fix powerup_size;
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fix player_size;
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@ -1750,12 +1750,12 @@ static void powerup_grab_cheat(const vobjptr_t player, const vobjptridx_t poweru
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Assert(powerup->type == OBJ_POWERUP);
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powerup_size = powerup->size;
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player_size = player->size;
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player_size = player.size;
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const auto dist = vm_vec_dist_quick(powerup->pos, player->pos);
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const auto dist = vm_vec_dist_quick(powerup->pos, player.pos);
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if ((dist < 2*(powerup_size + player_size)) && !(powerup->flags & OF_SHOULD_BE_DEAD)) {
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const auto collision_point = vm_vec_avg(powerup->pos, player->pos);
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const auto collision_point = vm_vec_avg(powerup->pos, player.pos);
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collide_player_and_powerup(player, powerup, collision_point);
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}
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}
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