Use valptr for ai.cpp
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2c326df217
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@ -1733,7 +1733,7 @@ void move_towards_segment_center(const vobjptr_t objp)
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auto segnum = objp->segnum;
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vms_vector vec_to_center;
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const auto segment_center = compute_segment_center(&Segments[segnum]);
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const auto &&segment_center = compute_segment_center(vcsegptr(segnum));
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vm_vec_normalized_dir_quick(vec_to_center, segment_center, objp->pos);
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move_towards_vector(objp, vec_to_center, 1);
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}
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@ -2037,8 +2037,9 @@ void create_buddy_bot(void)
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if (robptr->companion)
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break;
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}
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const auto object_pos = compute_segment_center(&Segments[ConsoleObject->segnum]);
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create_morph_robot( &Segments[ConsoleObject->segnum], object_pos, buddy_id);
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const auto &&segp = vsegptridx(ConsoleObject->segnum);
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const auto &&object_pos = compute_segment_center(segp);
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create_morph_robot(segp, object_pos, buddy_id);
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}
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#endif
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@ -2078,7 +2079,7 @@ static void init_boss_segments(boss_special_segment_array_t &segptr, int size_ch
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vms_vector original_boss_pos;
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const vobjptridx_t boss_objp = vobjptridx(boss_objnum);
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int head, tail;
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int seg_queue[QUEUE_SIZE];
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array<segnum_t, QUEUE_SIZE> seg_queue;
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fix boss_size_save;
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boss_size_save = boss_objp->size;
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@ -2101,7 +2102,7 @@ static void init_boss_segments(boss_special_segment_array_t &segptr, int size_ch
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while (tail != head) {
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int sidenum;
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segment *segp = &Segments[seg_queue[tail++]];
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const auto &&segp = vsegptr(seg_queue[tail++]);
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tail &= QUEUE_SIZE-1;
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@ -2169,7 +2170,7 @@ static void teleport_boss(const vobjptridx_t objp)
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if (Game_mode & GM_MULTI)
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multi_send_boss_teleport(objp, rand_segnum);
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compute_segment_center(objp->pos, &Segments[rand_segnum]);
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compute_segment_center(objp->pos, vcsegptr(rand_segnum));
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obj_relink(objp, rand_segnum);
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Last_teleport_time = GameTime64;
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@ -3862,7 +3863,7 @@ _exit_cheat:
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if (!ai_multiplayer_awareness(obj, 62))
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return;
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const auto center_point = compute_center_point_on_side(&Segments[obj->segnum], aip->GOALSIDE);
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const auto &¢er_point = compute_center_point_on_side(vcsegptr(obj->segnum), aip->GOALSIDE);
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const auto goal_vector = vm_vec_normalized_quick(vm_vec_sub(center_point, obj->pos));
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ai_turn_towards_vector(goal_vector, obj, robptr->turn_time[Difficulty_level]);
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move_towards_vector(obj, goal_vector, 0);
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