Pass object_base &to compute_headlight_light_on_object
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@ -549,12 +549,12 @@ void toggle_headlight_active()
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#define MAX_DIST_LOG 6 //log(MAX_DIST-expressed-as-integer)
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#define MAX_DIST (f1_0<<MAX_DIST_LOG) //no light beyond this dist
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static fix compute_headlight_light_on_object(const vobjptr_t objp)
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static fix compute_headlight_light_on_object(const object_base &objp)
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{
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fix light;
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// Let's just illuminate players and robots for speed reasons, ok?
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if ((objp->type != OBJ_ROBOT) && (objp->type != OBJ_PLAYER))
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if (objp.type != OBJ_ROBOT && objp.type != OBJ_PLAYER)
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return 0;
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light = 0;
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@ -562,7 +562,7 @@ static fix compute_headlight_light_on_object(const vobjptr_t objp)
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range_for (const auto light_objp, partial_const_range(Headlights, Num_headlights))
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{
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fix dot, dist;
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auto vec_to_obj = vm_vec_sub(objp->pos, light_objp->pos);
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auto vec_to_obj = vm_vec_sub(objp.pos, light_objp->pos);
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dist = vm_vec_normalize_quick(vec_to_obj);
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if (dist > 0) {
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dot = vm_vec_dot(light_objp->orient.fvec, vec_to_obj);
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