Pass objptridx_t to collide_weapon_and_wall
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@ -687,7 +687,7 @@ int check_effect_blowup(segment *seg,int side,vms_vector *pnt, object *blower, i
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// int Show_seg_and_side = 0;
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// int Show_seg_and_side = 0;
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static void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
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static void collide_weapon_and_wall( objptridx_t weapon, fix hitspeed, short hitseg, short hitwall, vms_vector * hitpt)
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{
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{
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segment *seg = &Segments[hitseg];
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segment *seg = &Segments[hitseg];
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int blew_up;
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int blew_up;
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@ -837,7 +837,7 @@ static void collide_weapon_and_wall( object * weapon, fix hitspeed, short hitseg
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if ( Weapon_info[get_weapon_id(weapon)].damage_radius ) {
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if ( Weapon_info[get_weapon_id(weapon)].damage_radius ) {
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digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon-Objects, 0, F1_0);
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digi_link_sound_to_object(SOUND_BADASS_EXPLOSION, weapon, 0, F1_0);
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// MK: 09/13/95: Badass in water is 1/2 normal intensity.
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// MK: 09/13/95: Badass in water is 1/2 normal intensity.
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object_create_badass_explosion( weapon, hitseg, hitpt,
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object_create_badass_explosion( weapon, hitseg, hitpt,
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