Pass calc_gun_point vector by &
Pass ai_fire_laser_at_player vector by &
Pass ai_path_set_orient_and_vel vector by &
Pass player_path_set_orient_and_vel vector by &
Pass calc_best_gun vector by &
Pass do_boss_weapon_collision vector by &
Pass get_angs_to_object arg by &
Pass angvec_add2_scale arg by &
Switch do_exploding_wall_frame vms_vector* to &
Pass fvi_* args by &
Pass find_min_max arg by &
Use & in physics
Refactor polyobj_find_min_max
Pass get_face_light arg by &
Use const & in process_super_mines_frame
Add vm_vec_copy_scale that returns result
Add vm_vec_scale_add that returns result
Add vm_vec_cross that returns result
Add vm_vec_perp that returns result
Pass med_rotate_segment vms_matrix by &