diff --git a/source/games/sw/src/sector.cpp b/source/games/sw/src/sector.cpp index 47313385d..49969364c 100644 --- a/source/games/sw/src/sector.cpp +++ b/source/games/sw/src/sector.cpp @@ -2295,7 +2295,7 @@ void PlayerOperateEnv(PLAYER* pp) { PlayerTakeSectorDamage(pp); } - else if ((int_ActorZOfBottom(pp->actor) >= sectp->int_floorz()) && !(pp->Flags & PF_DIVING)) + else if ((ActorZOfBottom(pp->actor) >= sectp->floorz) && !(pp->Flags & PF_DIVING)) { PlayerTakeSectorDamage(pp); } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index eb60623a0..664ae2bef 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -10980,14 +10980,14 @@ int DoRing(DSWActor* actor) } } - int z; + double z; // move the center with the player if (pp) - z = pp->int_ppos().Z + Z(20); + z = pp->pos.Z + 20; else - z = int_ActorZOfMiddle(own) + Z(30); + z = ActorZOfMiddle(own) + 30; - actor->spr.pos = DVector3(own->spr.pos.XY(), z * zinttoworld); + actor->spr.pos = DVector3(own->spr.pos.XY(), z); // go out until its time to come back in if (actor->user.Counter2 == false)