diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index c92ff97ed..86bd1a527 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -615,7 +615,7 @@ int DoCoolgMatchPlayerZ(DSWActor* actor) // actor does a sine wave about sz - this is the z mid point - zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z; + zdiff = (int_ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z; // check z diff of the player and the sprite zdist = Z(20 + RandomRange(100)); // put a random amount diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index 8e1ee3ac2..268a87a52 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -2021,7 +2021,7 @@ inline int ActorZOfBottom(DSWActor* actor) return GetSpriteZOfBottom(&actor->spr); } -inline int ActorZOfMiddle(DSWActor* actor) +inline int int_ActorZOfMiddle(DSWActor* actor) { return (ActorZOfTop(actor) + ActorZOfBottom(actor)) >> 1; } diff --git a/source/games/sw/src/hornet.cpp b/source/games/sw/src/hornet.cpp index 1c667008e..40dd7b02a 100644 --- a/source/games/sw/src/hornet.cpp +++ b/source/games/sw/src/hornet.cpp @@ -345,7 +345,7 @@ int DoHornetMatchPlayerZ(DSWActor* actor) // actor does a sine wave about actor->user.sz - this is the z mid point - zdiff = (ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z; + zdiff = (int_ActorZOfMiddle(actor->user.targetActor)) - actor->user.pos.Z; // check z diff of the player and the sprite zdist = Z(20 + RandomRange(200)); // put a random amount diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 4e8bdfca6..e38fffb92 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -293,7 +293,7 @@ int DoWallBloodDrip(DSWActor* actor) void SpawnMidSplash(DSWActor* actor) { auto actorNew = SpawnActor(STAT_MISSILE, GOREDrip, s_GoreSplash, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->int_ang(), 0); + actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->int_ang(), 0); actorNew->spr.shade = -12; actorNew->spr.xrepeat = 70-RandomRange(20); @@ -1918,7 +1918,7 @@ int DoCarryFlag(DSWActor* actor) // if no Owner then die if (attached != nullptr) { - vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, ActorZOfMiddle(attached) }; + vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, int_ActorZOfMiddle(attached) }; SetActorZ(actor, &pos); actor->set_int_ang(NORM_ANGLE(attached->int_ang() + 1536)); } @@ -2067,7 +2067,7 @@ int DoCarryFlagNoDet(DSWActor* actor) // if no Owner then die if (attached != nullptr) { - vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, ActorZOfMiddle(attached) }; + vec3_t pos = { attached->int_pos().X, attached->int_pos().Y, int_ActorZOfMiddle(attached) }; SetActorZ(actor, &pos); actor->set_int_ang(NORM_ANGLE(attached->int_ang() + 1536)); actor->set_int_z(attached->int_pos().Z - (ActorSizeZ(attached) >> 1)); @@ -2162,7 +2162,7 @@ int SpawnShell(DSWActor* actor, int ShellNum) nx = actor->int_pos().X; ny = actor->int_pos().Y; - nz = ActorZOfMiddle(actor); + nz = int_ActorZOfMiddle(actor); switch (ShellNum) { diff --git a/source/games/sw/src/miscactr.cpp b/source/games/sw/src/miscactr.cpp index 7b4937ae2..5bace083e 100644 --- a/source/games/sw/src/miscactr.cpp +++ b/source/games/sw/src/miscactr.cpp @@ -146,7 +146,7 @@ int DoToiletGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); if (actor->user.FlagOwner != 1) { @@ -199,7 +199,7 @@ int NullToiletGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -366,7 +366,7 @@ int DoWashGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); if (RandomRange(1000) > 980 && actor->user.ShellNum <= 0) { @@ -428,7 +428,7 @@ int NullWashGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1154,7 +1154,7 @@ int DoCarGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); if (actor->user.FlagOwner == 1) { @@ -1198,7 +1198,7 @@ int NullCarGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1354,7 +1354,7 @@ int DoMechanicGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); if (actor->user.FlagOwner == 1) { @@ -1398,7 +1398,7 @@ int NullMechanicGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1555,7 +1555,7 @@ int DoSailorGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); if (actor->user.FlagOwner == 1) { @@ -1604,7 +1604,7 @@ int NullSailorGirl(DSWActor* actor) static short alreadythrew = 0; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); @@ -1748,7 +1748,7 @@ int DoPruneGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,int_ActorZOfMiddle(actor->user.targetActor),actor->user.targetActor->sector()); if (actor->user.FlagOwner == 1) { @@ -1808,7 +1808,7 @@ int NullPruneGirl(DSWActor* actor) bool ICanSee = false; DoActorPickClosePlayer(actor); - ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); + ICanSee = FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),actor->user.targetActor->int_pos().X,actor->user.targetActor->int_pos().Y,actor->user.targetActor->int_pos().Z,actor->user.targetActor->sector()); if (!(actor->user.Flags & SPR_CLIMBING)) KeepActorOnFloor(actor); diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index 187228309..b3082877a 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -3518,7 +3518,7 @@ int ActorCoughItem(DSWActor* actor) actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS); actorNew->spr.cstat = 0; actorNew->spr.extra = 0; - actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); + actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) }); actorNew->set_int_ang(0); actorNew->spr.extra = 0; @@ -3557,7 +3557,7 @@ int ActorCoughItem(DSWActor* actor) actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS); actorNew->spr.cstat = 0; actorNew->spr.extra = 0; - actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); + actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) }); actorNew->set_int_ang(0); actorNew->spr.extra = 0; @@ -3583,7 +3583,7 @@ int ActorCoughItem(DSWActor* actor) actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS); actorNew->spr.cstat = 0; actorNew->spr.extra = 0; - actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); + actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) }); actorNew->set_int_ang(0); actorNew->spr.extra = 0; @@ -3612,7 +3612,7 @@ int ActorCoughItem(DSWActor* actor) actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS); actorNew->spr.cstat = 0; actorNew->spr.extra = 0; - actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); + actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) }); actorNew->set_int_ang(0); actorNew->spr.extra = 0; @@ -3672,7 +3672,7 @@ int ActorCoughItem(DSWActor* actor) actorNew = insertActor(actor->sector(), STAT_SPAWN_ITEMS); actorNew->spr.cstat = 0; actorNew->spr.extra = 0; - actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor) }); + actorNew->set_int_pos({ actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor) }); actorNew->set_int_ang(0); actorNew->spr.extra = 0; @@ -5840,7 +5840,7 @@ KeyMain: actorNew->spr.cstat &= ~(CSTAT_SPRITE_BLOCK|CSTAT_SPRITE_BLOCK_HITSCAN); actorNew->spr.cstat |= (CSTAT_SPRITE_ALIGNMENT_WALL); SetAttach(pp->actor, actorNew); - actorNew->user.pos.Z = ActorZOfMiddle(pp->actor); // Set mid way up who it hit + actorNew->user.pos.Z = int_ActorZOfMiddle(pp->actor); // Set mid way up who it hit actorNew->user.spal = actorNew->spr.pal = actor->spr.pal; // Set the palette of the flag SetOwner(pp->actor, actorNew); // Player now owns the flag diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 74e43ffa9..2583f8ddb 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4469,7 +4469,7 @@ int DoFireballFlames(DSWActor* actor) DSWActor* attach = actor->user.attachActor; if (attach != nullptr) { - actor->set_int_pos({ attach->int_pos().X, attach->int_pos().Y, ActorZOfMiddle(attach) }); + actor->set_int_pos({ attach->int_pos().X, attach->int_pos().Y, int_ActorZOfMiddle(attach) }); if ((attach->spr.extra & SPRX_BURNABLE)) { @@ -7092,7 +7092,7 @@ int DoFlamesDamageTest(DSWActor* actor) if (actor->user.Radius > 200) // Note: No weaps have bigger radius than 200 cept explosion stuff { - if (FAFcansee(itActor->int_pos().X,itActor->int_pos().Y,ActorZOfMiddle(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector())) + if (FAFcansee(itActor->int_pos().X,itActor->int_pos().Y,int_ActorZOfMiddle(actor),itActor->sector(),actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector())) { DoDamage(itActor, actor); } @@ -7262,11 +7262,11 @@ int DoExpDamageTest(DSWActor* actor) if ((unsigned)dist > actor->user.Radius) continue; - dist = FindDistance3D(itActor->int_pos().X - actor->int_pos().X, itActor->int_pos().Y - actor->int_pos().Y, ActorZOfMiddle(itActor) - actor->int_pos().Z); + dist = FindDistance3D(itActor->int_pos().X - actor->int_pos().X, itActor->int_pos().Y - actor->int_pos().Y, int_ActorZOfMiddle(itActor) - actor->int_pos().Z); if ((unsigned)dist > actor->user.Radius) continue; - if (!FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector())) + if (!FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector())) continue; if ((itActor->spr.extra & SPRX_BREAKABLE)) @@ -10335,7 +10335,7 @@ void SpawnGrenadeExp(DSWActor* actor) { dx += RandomRange(1000)-RandomRange(1000); dy += RandomRange(1000)-RandomRange(1000); - dz = ActorZOfMiddle(actor) + RandomRange(1000)-RandomRange(1000); + dz = int_ActorZOfMiddle(actor) + RandomRange(1000)-RandomRange(1000); } auto expActor = SpawnActor(STAT_MISSILE, GRENADE_EXP, s_GrenadeExp, actor->sector(), @@ -11147,7 +11147,7 @@ int DoRing(DSWActor* actor) if (pp) z = pp->pos.Z + Z(20); else - z = ActorZOfMiddle(own) + Z(30); + z = int_ActorZOfMiddle(own) + Z(30); actor->set_int_pos({ own->int_pos().X, own->int_pos().Y, z }); @@ -11845,7 +11845,7 @@ int InitSwordAttack(PLAYER* pp) { if (SpriteOverlapZ(pp->actor, itActor, Z(20))) { - if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, ActorZOfMiddle(plActor), plActor->sector())) + if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector())) DoDamage(itActor, pp->actor); } } @@ -12021,7 +12021,7 @@ int InitFistAttack(PLAYER* pp) { if (SpriteOverlapZ(pp->actor, itActor, Z(20)) || face == 190) { - if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, ActorZOfMiddle(plActor), plActor->sector())) + if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector())) DoDamage(itActor, plActor); if (face == 190) { @@ -12236,7 +12236,7 @@ int InitSumoSkull(DSWActor* actor) PlaySound(DIGI_SERPSUMMONHEADS, actor, v3df_none); - auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->int_ang(), 0); + auto actorNew = SpawnActor(STAT_ENEMY, SKULL_R0, &s_SkullWait[0][0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->int_ang(), 0); actorNew->spr.xvel = 500; SetOwner(actor, actorNew); @@ -12299,7 +12299,7 @@ int InitSumoStompAttack(DSWActor* actor) if (dist < CloseRangeDist(itActor, actor, reach)) { - if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->sector())) + if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector())) DoDamage(itActor, actor); } } @@ -12325,7 +12325,7 @@ int InitMiniSumoClap(DSWActor* actor) { if (SpriteOverlapZ(actor, targetActor, Z(20))) { - if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->sector())) + if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector())) { PlaySound(DIGI_CGTHIGHBONE, actor, v3df_follow | v3df_dontpan); DoDamage(targetActor, actor); @@ -12334,7 +12334,7 @@ int InitMiniSumoClap(DSWActor* actor) } else if (dist < CloseRangeDist(targetActor, actor, reach)) { - if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->sector())) + if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector())) { PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); SpawnFireballFlames(actor, targetActor); @@ -13936,7 +13936,7 @@ int DoStaticFlamesDamage(DSWActor* actor) DoDamage(itActor, actor); else if (actor->user.Radius > 200) { - if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,ActorZOfMiddle(actor),actor->sector(),itActor->int_pos().X,itActor->int_pos().Y,ActorZOfMiddle(itActor),itActor->sector())) + if (FAFcansee(actor->int_pos().X,actor->int_pos().Y,int_ActorZOfMiddle(actor),actor->sector(),itActor->int_pos().X,itActor->int_pos().Y,int_ActorZOfMiddle(itActor),itActor->sector())) DoDamage(itActor, actor); } } @@ -14117,7 +14117,7 @@ int SpawnDemonFist(DSWActor* actor) return -1; auto expActor = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, ActorZOfMiddle(actor), actor->int_ang(), 0); + actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->int_ang(), 0); expActor->spr.hitag = LUMINOUS; //Always full brightness expActor->spr.shade = -40; @@ -14442,7 +14442,7 @@ int InitEnemyStar(DSWActor* actor) nx = actor->int_pos().X; ny = actor->int_pos().Y; - nz = ActorZOfMiddle(actor); + nz = int_ActorZOfMiddle(actor); // Spawn a shot auto actorNew = SpawnActor(STAT_MISSILE, STAR1, s_Star, actor->sector(), @@ -14481,7 +14481,7 @@ int InitEnemyCrossbow(DSWActor* actor) nx = actor->int_pos().X; ny = actor->int_pos().Y; - nz = ActorZOfMiddle(actor)-Z(14); + nz = int_ActorZOfMiddle(actor)-Z(14); // Spawn a shot auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(), @@ -14802,7 +14802,7 @@ void InitSpearTrap(DSWActor* actor) nx = actor->int_pos().X; ny = actor->int_pos().Y; - nz = ActorZOfMiddle(actor); + nz = int_ActorZOfMiddle(actor); // Spawn a shot auto actorNew = SpawnActor(STAT_MISSILE, CROSSBOLT, &s_CrossBolt[0][0], actor->sector(), nx, ny, nz, actor->int_ang(), 750);