Pass objptridx_t to explode_object
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@ -59,7 +59,7 @@ void explode_badass_weapon(objptridx_t obj,vms_vector *pos);
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// blows up the player with a badass explosion
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// blows up the player with a badass explosion
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void explode_badass_player(object *obj);
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void explode_badass_player(object *obj);
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void explode_object(object *obj,fix delay_time);
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void explode_object(objptridx_t obj,fix delay_time);
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void do_explosion_sequence(object *obj);
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void do_explosion_sequence(object *obj);
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void do_debris_frame(objptridx_t obj); // deal with debris for this frame
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void do_debris_frame(objptridx_t obj); // deal with debris for this frame
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@ -1072,7 +1072,7 @@ static void maybe_delete_object(object *del_obj)
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// -------------------------------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------------------------------
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//blow up an object. Takes the object to destroy, and the point of impact
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//blow up an object. Takes the object to destroy, and the point of impact
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void explode_object(object *hitobj,fix delay_time)
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void explode_object(objptridx_t hitobj,fix delay_time)
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{
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{
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if (hitobj->flags & OF_EXPLODING) return;
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if (hitobj->flags & OF_EXPLODING) return;
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@ -1096,7 +1096,7 @@ void explode_object(object *hitobj,fix delay_time)
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//now set explosion-specific data
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//now set explosion-specific data
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obj->lifeleft = delay_time;
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obj->lifeleft = delay_time;
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obj->ctype.expl_info.delete_objnum = hitobj-Objects;
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obj->ctype.expl_info.delete_objnum = hitobj;
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#ifndef NDEBUG
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#ifndef NDEBUG
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if (obj->ctype.expl_info.delete_objnum < 0)
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if (obj->ctype.expl_info.delete_objnum < 0)
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Int3(); // See Rob!
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Int3(); // See Rob!
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