Pass object &to boss_init_all_segments
The index is not needed.
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@ -182,7 +182,7 @@ static inline void force_dump_ai_objects_all(const char *msg)
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namespace dsx {
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void start_boss_death_sequence(vobjptr_t objp);
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extern void ai_init_boss_for_ship(void);
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extern void boss_init_all_segments(const vobjptridx_t boss_objnum);
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void boss_init_all_segments(const object &boss_objnum);
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#if defined(DXX_BUILD_DESCENT_II)
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extern vms_vector Last_fired_upon_player_pos;
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@ -481,7 +481,7 @@ void ai_init_boss_for_ship(void)
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#endif
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}
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void boss_init_all_segments(const vobjptridx_t boss_objnum)
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void boss_init_all_segments(const object &boss_objnum)
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{
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if (Boss_teleport_segs.count())
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return; // already have boss segs
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