diff --git a/source/games/sw/src/actor.cpp b/source/games/sw/src/actor.cpp index 537baaada..bed697701 100644 --- a/source/games/sw/src/actor.cpp +++ b/source/games/sw/src/actor.cpp @@ -155,7 +155,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) ChangeState(actor, actor->user.StateEnd); actor->user.RotNum = 0; actor->user.ActorActionFunc = nullptr; - actor->set_int_xvel(200 + RandomRange(200)); + actor->vel.X = 12.5 + RandomRangeF(12.5); actor->user.jump_speed = -200 - RandomRange(250); DoActorBeginJump(actor); actor->spr.angle = weapActor->spr.angle; @@ -223,12 +223,12 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) // Rippers still gotta jump or they fall off walls weird if (actor->user.ID == RIPPER_RUN_R0 || actor->user.ID == RIPPER2_RUN_R0) { - actor->set_int_xvel(75 + RandomRange(100)); + actor->vel.X = (75./16.) + RandomRangeF(6.25); actor->user.jump_speed = -100 - RandomRange(150); } else { - actor->set_int_xvel(100 + RandomRange(200)); + actor->vel.X = 6.25 + RandomRangeF(12.5); actor->user.jump_speed = -100 - RandomRange(250); } DoActorBeginJump(actor); @@ -256,7 +256,7 @@ int DoActorDie(DSWActor* actor, DSWActor* weapActor, int meansofdeath) ChangeState(actor, actor->user.StateEnd); actor->user.RotNum = 0; actor->user.ActorActionFunc = nullptr; - actor->set_int_xvel(300 + RandomRange(400)); + actor->vel.X = 18.75 + RandomRangeF(25); actor->user.jump_speed = -300 - RandomRange(350); DoActorBeginJump(actor); actor->spr.angle = weapActor->spr.angle;