diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 3522d8cc7..9d9be200c 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -4235,7 +4235,7 @@ void handle_se22(DDukeActor* actor) void handle_se26(DDukeActor* actor) { auto sc = actor->sector(); - double zvel = actor->int_zvel() * zinttoworld; + double zvel = actor->float_zvel(); actor->spr.xvel = 32; DVector2 vect = 2 * actor->spr.angle.ToVector(); // was: (32 * bsin) >> 14 diff --git a/source/games/sw/src/skull.cpp b/source/games/sw/src/skull.cpp index b6fc2b49b..0db9c84c4 100644 --- a/source/games/sw/src/skull.cpp +++ b/source/games/sw/src/skull.cpp @@ -253,7 +253,7 @@ int SetupSkull(DSWActor* actor) int DoSkullMove(DSWActor* actor) { auto vect = MOVExy(actor->spr.xvel, actor->spr.angle); - double daz = actor->int_zvel() * zinttoworld; + double daz = actor->float_zvel(); actor->user.coll = move_missile(actor, DVector3(vect, daz), 16, 16, CLIPMASK_MISSILE, ACTORMOVETICS); diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 0039f0dae..6beefe7dd 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -7921,7 +7921,7 @@ int DoPlasma(DSWActor* actor) DoBlurExtend(actor, 0, 4); auto vec = MOVExy(actor->spr.xvel, actor->spr.angle); - double daz = actor->int_zvel() * zinttoworld; + double daz = actor->float_zvel(); actor->user.coll = move_missile(actor, DVector3(vec, daz), 16, 16, CLIPMASK_MISSILE, MISSILEMOVETICS); @@ -8850,7 +8850,7 @@ int DoBoltThinMan(DSWActor* actor) DoBlurExtend(actor, 0, 4); auto vec = MOVExy(actor->spr.xvel, actor->spr.angle); - double daz = actor->int_zvel() * zinttoworld; + double daz = actor->float_zvel(); actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS); @@ -9422,7 +9422,7 @@ int DoBoltSeeker(DSWActor* actor) DoBlurExtend(actor, 0, 4); auto vec = MOVExy(actor->spr.xvel, actor->spr.angle); - double daz = actor->int_zvel() * zinttoworld; + double daz = actor->float_zvel(); actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS); @@ -9461,7 +9461,7 @@ int DoElectro(DSWActor* actor) MissileSeek(actor, 30, 512/*, 3, 52, 2*/); auto vec = MOVExy(actor->spr.xvel, actor->spr.angle); - double daz = actor->int_zvel() * zinttoworld; + double daz = actor->float_zvel(); actor->user.coll = move_missile(actor, DVector3(vec, daz), CEILING_DIST, FLOOR_DIST, CLIPMASK_MISSILE, MISSILEMOVETICS); @@ -11103,7 +11103,7 @@ int DoSerpRing(DSWActor* actor) return 0; } - double zz = actor->int_pos().Z + actor->int_zvel() * zinttoworld; + double zz = actor->int_pos().Z + actor->float_zvel(); if (zz > own->spr.pos.Z - actor->user.pos.Z) zz = own->spr.pos.Z - actor->user.pos.Z;