diff --git a/source/games/blood/src/db.cpp b/source/games/blood/src/db.cpp index 200499726..f3444ed92 100644 --- a/source/games/blood/src/db.cpp +++ b/source/games/blood/src/db.cpp @@ -445,7 +445,7 @@ void dbLoadMap(const char* pPath, int* pX, int* pY, int* pZ, short* pAngle, sect pXWall->interruptable = bitReader.readUnsigned(1); pXWall->panAlways = bitReader.readUnsigned(1); pXWall->panVel.X = bitReader.readSigned(8); - pXWall->panYVel = bitReader.readSigned(8); + pXWall->panVel.Y = bitReader.readSigned(8); pXWall->decoupled = bitReader.readUnsigned(1); pXWall->triggerOnce = bitReader.readUnsigned(1); pXWall->isTriggered = bitReader.readUnsigned(1); diff --git a/source/games/blood/src/loadsave.cpp b/source/games/blood/src/loadsave.cpp index fb3b863ae..f599ed38d 100644 --- a/source/games/blood/src/loadsave.cpp +++ b/source/games/blood/src/loadsave.cpp @@ -531,7 +531,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, XWALL& w, XWALL* d ("waittime", w.waitTime, def->waitTime) ("command", w.command, def->command) ("panxvel", w.panVel.X, def->panVel.X) - ("panyvel", w.panYVel, def->panYVel) + ("panyvel", w.panVel.Y, def->panVel.Y) ("key", w.key, def->key) .EndObject(); } diff --git a/source/games/blood/src/mapstructs.h b/source/games/blood/src/mapstructs.h index 58f784aea..3bb141652 100644 --- a/source/games/blood/src/mapstructs.h +++ b/source/games/blood/src/mapstructs.h @@ -254,7 +254,6 @@ struct XWALL { uint8_t command; // Cmd vec3_t panVel; - int8_t panYVel; // panY uint8_t key; // Key }; diff --git a/source/games/blood/src/sectorfx.cpp b/source/games/blood/src/sectorfx.cpp index 882e7599d..ea7fe73b0 100644 --- a/source/games/blood/src/sectorfx.cpp +++ b/source/games/blood/src/sectorfx.cpp @@ -314,7 +314,7 @@ void DoSectorPanning(void) if (pXWall->panAlways || pXWall->busy) { int psx = pXWall->panVel.X << 10; - int psy = pXWall->panYVel << 10; + int psy = pXWall->panVel.Y << 10; if (!pXWall->panAlways && (pXWall->busy & 0xffff)) { psx = MulScale(psx, pXWall->busy, 16); @@ -371,7 +371,7 @@ void InitSectorFX(void) if (wal.hasX()) { XWALL* pXWall = &wal.xw(); - if (pXWall->panVel.X || pXWall->panYVel) + if (pXWall->panVel.X || pXWall->panVel.Y) { wallPanList.Push(&wal); if (pXWall->panVel.X) StartInterpolation(&wal, Interp_Wall_PanX);