Switch do_exploding_wall_frame vms_vector* to &
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@ -1320,7 +1320,6 @@ void do_exploding_wall_frame()
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//now create all the next explosions
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for (e=old_count;e<new_count;e++) {
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vms_vector *v0,*v1,*v2;
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vms_vector pos;
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fix size;
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@ -1329,14 +1328,14 @@ void do_exploding_wall_frame()
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side_vertnum_list_t vertnum_list;
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get_side_verts(vertnum_list,segnum,sidenum);
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v0 = &Vertices[vertnum_list[0]];
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v1 = &Vertices[vertnum_list[1]];
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v2 = &Vertices[vertnum_list[2]];
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const auto &v0 = Vertices[vertnum_list[0]];
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const auto &v1 = Vertices[vertnum_list[1]];
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const auto &v2 = Vertices[vertnum_list[2]];
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const auto vv0 = vm_vec_sub(*v0,*v1);
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const auto vv1 = vm_vec_sub(*v2,*v1);
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const auto vv0 = vm_vec_sub(v0,v1);
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const auto vv1 = vm_vec_sub(v2,v1);
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vm_vec_scale_add(pos,*v1,vv0,d_rand()*2);
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vm_vec_scale_add(pos,v1,vv0,d_rand()*2);
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vm_vec_scale_add2(pos,vv1,d_rand()*2);
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size = EXPL_WALL_FIREBALL_SIZE + (2*EXPL_WALL_FIREBALL_SIZE * e / EXPL_WALL_TOTAL_FIREBALLS);
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