diff --git a/source/games/blood/src/aicerber.cpp b/source/games/blood/src/aicerber.cpp index 0fd8d8f73..7c23b8b3d 100644 --- a/source/games/blood/src/aicerber.cpp +++ b/source/games/blood/src/aicerber.cpp @@ -96,7 +96,7 @@ void cerberusBurnSeqCallback(int, DBloodActor* actor) if (nDist == 0 || nDist > 0x280) continue; - pos += actor2->vel * nDist * (65536. / 0x1aaaaa); + pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; @@ -161,7 +161,7 @@ void cerberusBurnSeqCallback2(int, DBloodActor* actor) if (nDist == 0 || nDist > 0x280) continue; - pos += actor2->vel * nDist * (65536. / 0x1aaaaa); + pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; diff --git a/source/games/blood/src/aigarg.cpp b/source/games/blood/src/aigarg.cpp index c91540c01..af45755f8 100644 --- a/source/games/blood/src/aigarg.cpp +++ b/source/games/blood/src/aigarg.cpp @@ -121,7 +121,7 @@ void BlastSSeqCallback(int, DBloodActor* actor) if (nDist == 0 || nDist > 0x280) continue; - pos += actor2->vel * nDist * (65536. / 0x1aaaaa); + pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; diff --git a/source/games/blood/src/aighost.cpp b/source/games/blood/src/aighost.cpp index dbfbc3e26..326be2be8 100644 --- a/source/games/blood/src/aighost.cpp +++ b/source/games/blood/src/aighost.cpp @@ -108,7 +108,7 @@ void ghostBlastSeqCallback(int, DBloodActor* actor) if (nDist == 0 || nDist > 0x280) continue; - pos += actor2->vel * nDist * (65536. / 0x1aaaaa); + pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; diff --git a/source/games/blood/src/aitchern.cpp b/source/games/blood/src/aitchern.cpp index ad1b3290a..8cf17729e 100644 --- a/source/games/blood/src/aitchern.cpp +++ b/source/games/blood/src/aitchern.cpp @@ -79,7 +79,7 @@ void tchernobogBurnSeqCallback(int, DBloodActor* actor) if (nDist == 0 || nDist > 0x280) continue; - pos += actor2->vel * nDist * (65536. / 0x1aaaaa); + pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist; @@ -135,7 +135,7 @@ void tchernobogBurnSeqCallback2(int, DBloodActor* actor) if (nDist == 0 || nDist > 0x280) continue; - pos += actor2->vel * nDist * (65536. / 0x1aaaaa); + pos2 += actor->vel * nDist * (65536. / 0x1aaaaa); DVector3 tvec = pos; tvec.XY() += actor->spr.Angles.Yaw.ToVector() * nDist;