- Blood: Fix some collision issues found following refactoring.

* Originating from 9a2ca3f392e29fe8df4167c271a7b04ab5e8959c "- use refactored Collision struct and clipmove in Blood, too.".
This commit is contained in:
Mitchell Richters 2021-12-11 12:59:46 +11:00 committed by Christoph Oelckers
parent 7b14aacdf4
commit 953c7e4ed6

View file

@ -4313,7 +4313,7 @@ static void checkHit(DBloodActor* actor)
auto pSprite = &actor->s();
auto pXSprite = actor->hasX() ? &actor->x() : nullptr;
const auto& coll = actor->hit.ceilhit;
const auto& coll = actor->hit.hit;
switch (coll.type)
{
case kHitWall:
@ -4386,7 +4386,7 @@ static void checkFloorHit(DBloodActor* actor)
{
auto pSprite = &actor->s();
const auto& coll = actor->hit.ceilhit;
const auto& coll = actor->hit.florhit;
switch (coll.type)
{
case kHitWall:
@ -4541,7 +4541,7 @@ static void ProcessTouchObjects(DBloodActor* actor)
}
// Touch walls
const auto& coll = actor->hit.ceilhit;
const auto& coll = actor->hit.hit;
walltype* pHWall = nullptr;
if (coll.type == kHitWall)
{