- Exhumed: pActor->s() in queen.cpp

This commit is contained in:
Christoph Oelckers 2021-12-23 17:05:44 +01:00
parent b641da3959
commit d162c36113

View file

@ -246,11 +246,10 @@ void DestroyEgg(int nEgg)
{
DExhumedActor* pActor = QueenEgg[nEgg].pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
if (QueenEgg[nEgg].nAction != 4)
{
BuildAnim(nullptr, 34, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z, pSprite->sector(), pSprite->xrepeat, 4);
BuildAnim(nullptr, 34, 0, pActor->spr.pos.X, pActor->spr.pos.Y, pActor->spr.pos.Z, pActor->spr.sector(), pActor->spr.xrepeat, 4);
}
else
{
@ -260,8 +259,8 @@ void DestroyEgg(int nEgg)
}
}
runlist_DoSubRunRec(pSprite->owner);
runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pActor->spr.owner);
runlist_DoSubRunRec(pActor->spr.lotag - 1);
runlist_SubRunRec(QueenEgg[nEgg].nRun);
QueenEgg[nEgg].nRun = -1;
@ -283,34 +282,32 @@ void DestroyAllEggs()
void SetHeadVel(DExhumedActor* pActor)
{
auto pSprite = &pActor->s();
int nAngle = pSprite->ang;
int nAngle = pActor->spr.ang;
pSprite->xvel = bcos(nAngle, nVelShift);
pSprite->yvel = bsin(nAngle, nVelShift);
pActor->spr.xvel = bcos(nAngle, nVelShift);
pActor->spr.yvel = bsin(nAngle, nVelShift);
}
Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val1, int val2)
{
int nAngle;
spritetype* pSprite = &pActor->s();
if (pActor2 == nullptr)
{
pSprite->zvel = 0;
nAngle = pSprite->ang;
pActor->spr.zvel = 0;
nAngle = pActor->spr.ang;
}
else
{
spritetype* pSprite2 = &pActor2->s();
int nTileY = (tileHeight(pSprite2->picnum) * pSprite2->yrepeat) * 2;
int nMyAngle = GetMyAngle(pSprite2->pos.X - pSprite->pos.X, pSprite2->pos.Y - pSprite->pos.Y);
int nMyAngle = GetMyAngle(pSprite2->pos.X - pActor->spr.pos.X, pSprite2->pos.Y - pActor->spr.pos.Y);
int edx = ((pSprite2->pos.Z - nTileY) - pSprite->pos.Z) >> 8;
int edx = ((pSprite2->pos.Z - nTileY) - pActor->spr.pos.Z) >> 8;
uint32_t xDiff = abs(pSprite2->pos.X - pSprite->pos.X);
uint32_t yDiff = abs(pSprite2->pos.Y - pSprite->pos.Y);
uint32_t xDiff = abs(pSprite2->pos.X - pActor->spr.pos.X);
uint32_t yDiff = abs(pSprite2->pos.Y - pActor->spr.pos.Y);
uint32_t sqrtVal = xDiff * xDiff + yDiff * yDiff;
@ -324,7 +321,7 @@ Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val
int var_14 = GetMyAngle(nSqrt, edx);
int nAngDelta = AngleDelta(pSprite->ang, nMyAngle, 1024);
int nAngDelta = AngleDelta(pActor->spr.ang, nMyAngle, 1024);
if (abs(nAngDelta) > 127)
{
@ -341,14 +338,14 @@ Collision QueenAngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int val
nAngDelta = val2;
}
nAngle = (nAngDelta + pSprite->ang) & kAngleMask;
nAngle = (nAngDelta + pActor->spr.ang) & kAngleMask;
pSprite->zvel = (AngleDelta(pSprite->zvel, var_14, 24) + pSprite->zvel) & kAngleMask;
pActor->spr.zvel = (AngleDelta(pActor->spr.zvel, var_14, 24) + pActor->spr.zvel) & kAngleMask;
}
pSprite->ang = nAngle;
pActor->spr.ang = nAngle;
int da = pSprite->zvel;
int da = pActor->spr.zvel;
int x = abs(bcos(da));
int v26 = x * ((val1 * bcos(nAngle)) >> 14);
@ -449,13 +446,12 @@ void BuildQueenEgg(int nQueen, int nVal)
DExhumedActor* pActor = QueenList[nQueen].pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int x = pSprite->pos.X;
int y = pSprite->pos.Y;
auto pSector =pSprite->sector();
int x = pActor->spr.pos.X;
int y = pActor->spr.pos.Y;
auto pSector =pActor->spr.sector();
int nFloorZ = pSector->floorz;
int nAngle = pSprite->ang;
int nAngle = pActor->spr.ang;
auto pActor2 = insertActor(pSector, 121);
auto pSprite2 = &pActor2->s();
@ -520,7 +516,6 @@ void AIQueenEgg::Tick(RunListEvent* ev)
Egg* pEgg = &QueenEgg[nEgg];
DExhumedActor* pActor = pEgg->pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int nAction = pEgg->nAction;
DExhumedActor* pTarget = nullptr;
@ -539,7 +534,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
int nSeq = SeqOffsets[kSeqQueenEgg] + EggSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, pEgg->nFrame);
pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, pEgg->nFrame);
if (nAction != 4)
{
@ -603,9 +598,9 @@ void AIQueenEgg::Tick(RunListEvent* ev)
break;
}
pSprite->ang = nAngle;
pSprite->xvel = bcos(nAngle, -1);
pSprite->yvel = bsin(nAngle, -1);
pActor->spr.ang = nAngle;
pActor->spr.xvel = bcos(nAngle, -1);
pActor->spr.yvel = bsin(nAngle, -1);
}
break;
@ -616,7 +611,7 @@ void AIQueenEgg::Tick(RunListEvent* ev)
if (bVal)
{
pEgg->nAction = 3;
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
}
break;
}
@ -635,11 +630,11 @@ void AIQueenEgg::Tick(RunListEvent* ev)
}
[[fallthrough]];
case kHitWall:
pSprite->ang += (RandomSize(9) + 768);
pSprite->ang &= kAngleMask;
pSprite->xvel = bcos(pSprite->ang, -3);
pSprite->yvel = bsin(pSprite->ang, -3);
pSprite->zvel = -RandomSize(5);
pActor->spr.ang += (RandomSize(9) + 768);
pActor->spr.ang &= kAngleMask;
pActor->spr.xvel = bcos(pActor->spr.ang, -3);
pActor->spr.yvel = bsin(pActor->spr.ang, -3);
pActor->spr.zvel = -RandomSize(5);
break;
}
@ -652,18 +647,18 @@ void AIQueenEgg::Tick(RunListEvent* ev)
if (nMov.exbits & kHitAux2)
{
pSprite->zvel = -(pSprite->zvel - 256);
if (pSprite->zvel < -512)
pActor->spr.zvel = -(pActor->spr.zvel - 256);
if (pActor->spr.zvel < -512)
{
pSprite->zvel = 0;
pActor->spr.zvel = 0;
}
}
pEgg->nCounter--;
if (pEgg->nCounter <= 0)
{
auto pWaspSprite = BuildWasp(nullptr, pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z, pSprite->sector(), pSprite->ang, true);
pSprite->pos.Z = pWaspSprite->spr.pos.Z;
auto pWaspSprite = BuildWasp(nullptr, pActor->spr.pos.X, pActor->spr.pos.Y, pActor->spr.pos.Z, pActor->spr.sector(), pActor->spr.ang, true);
pActor->spr.pos.Z = pWaspSprite->spr.pos.Z;
DestroyEgg(nEgg);
}
@ -678,10 +673,9 @@ void AIQueenEgg::RadialDamage(RunListEvent* ev)
Egg* pEgg = &QueenEgg[nEgg];
DExhumedActor* pActor = pEgg->pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
auto pRadial = &ev->pRadialActor->s();
if (pRadial->statnum != 121 && (pSprite->cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
if (pRadial->statnum != 121 && (pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
{
int nDamage = runlist_CheckRadialDamage(pActor);
@ -714,12 +708,11 @@ void BuildQueenHead(int nQueen)
{
DExhumedActor* pActor = QueenList[nQueen].pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int x = pSprite->pos.X;
int y = pSprite->pos.Y;
int nAngle = pSprite->ang;
auto pSector = pSprite->sector();
int x = pActor->spr.pos.X;
int y = pActor->spr.pos.Y;
int nAngle = pActor->spr.ang;
auto pSector = pActor->spr.sector();
int z = pSector->floorz;
auto pActor2 = insertActor(pSector, 121);
@ -767,8 +760,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
{
DExhumedActor* pActor = QueenHead.pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int nAction = QueenHead.nAction;
int nHd;
int var_14 = 0;
@ -781,7 +773,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
seq_MoveSequence(pActor, nSeq, QueenHead.nFrame);
pSprite->picnum = seq_GetSeqPicnum2(nSeq, QueenHead.nFrame);
pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, QueenHead.nFrame);
QueenHead.nFrame++;
if (QueenHead.nFrame >= SeqSize[nSeq])
@ -818,11 +810,11 @@ void AIQueenHead::Tick(RunListEvent* ev)
QueenHead.nAction = 6;
nHeadVel = 800;
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
}
else if (QueenHead.nIndex < 60)
{
pSprite->shade--;
pActor->spr.shade--;
}
}
else
@ -830,7 +822,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
auto nMov = MoveCreature(pActor);
// original BUG - this line doesn't exist in original code?
int nNewAng = pSprite->ang;
int nNewAng = pActor->spr.ang;
if (nMov.exbits == 0)
{
@ -839,17 +831,17 @@ void AIQueenHead::Tick(RunListEvent* ev)
}
else if (nMov.exbits == kHitAux2)
{
pSprite->zvel = -(pSprite->zvel >> 1);
pActor->spr.zvel = -(pActor->spr.zvel >> 1);
if (pSprite->zvel > -256)
if (pActor->spr.zvel > -256)
{
nVelShift = 100;
pSprite->zvel = 0;
pActor->spr.zvel = 0;
}
}
// original BUG - var_18 isn't being set if the check above == 0x20000 ?
pSprite->ang = nNewAng;
pActor->spr.ang = nNewAng;
nVelShift++;
if (nVelShift < 5)
@ -858,10 +850,10 @@ void AIQueenHead::Tick(RunListEvent* ev)
}
else
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
if (pSprite->zvel == 0)
if (pActor->spr.zvel == 0)
{
QueenHead.nIndex = 120;
}
@ -880,14 +872,14 @@ void AIQueenHead::Tick(RunListEvent* ev)
[[fallthrough]];
case 1:
if ((pTarget->spr.pos.Z - 51200) > pSprite->pos.Z)
if ((pTarget->spr.pos.Z - 51200) > pActor->spr.pos.Z)
{
QueenHead.nAction = 4;
QueenHead.nFrame = 0;
}
else
{
pSprite->pos.Z -= 2048;
pActor->spr.pos.Z -= 2048;
goto __MOVEQS;
}
break;
@ -924,10 +916,10 @@ void AIQueenHead::Tick(RunListEvent* ev)
runlist_DamageEnemy(pTarget, pActor, 10);
D3PlayFX(StaticSound[kSoundQTail] | 0x2000, pActor);
pSprite->ang += RandomSize(9) + 768;
pSprite->ang &= kAngleMask;
pActor->spr.ang += RandomSize(9) + 768;
pActor->spr.ang &= kAngleMask;
pSprite->zvel = (-20) - RandomSize(6);
pActor->spr.zvel = (-20) - RandomSize(6);
SetHeadVel(pActor);
}
@ -936,12 +928,12 @@ void AIQueenHead::Tick(RunListEvent* ev)
// switch break. MoveQS stuff?
__MOVEQS:
MoveQX[nQHead] = pSprite->pos.X;
MoveQY[nQHead] = pSprite->pos.Y;
MoveQZ[nQHead] = pSprite->pos.Z;
assert(pSprite->sector());
MoveQS[nQHead] = pSprite->sector();
MoveQA[nQHead] = pSprite->ang;
MoveQX[nQHead] = pActor->spr.pos.X;
MoveQY[nQHead] = pActor->spr.pos.Y;
MoveQZ[nQHead] = pActor->spr.pos.Z;
assert(pActor->spr.sector());
MoveQS[nQHead] = pActor->spr.sector();
MoveQA[nQHead] = pActor->spr.ang;
nHd = nQHead;
@ -989,16 +981,16 @@ void AIQueenHead::Tick(RunListEvent* ev)
{
if (QueenHead.nIndex2 >= 15 || QueenHead.nIndex2 < 10)
{
int x = pSprite->pos.X;
int y = pSprite->pos.Y;
int z = pSprite->pos.Z;
auto pSector =pSprite->sector();
int x = pActor->spr.pos.X;
int y = pActor->spr.pos.Y;
int z = pActor->spr.pos.Z;
auto pSector =pActor->spr.sector();
int nAngle = RandomSize(11) & kAngleMask;
pSprite->xrepeat = 127 - QueenHead.nIndex2;
pSprite->yrepeat = 127 - QueenHead.nIndex2;
pActor->spr.xrepeat = 127 - QueenHead.nIndex2;
pActor->spr.yrepeat = 127 - QueenHead.nIndex2;
pSprite->cstat = CSTAT_SPRITE_INVISIBLE;
pActor->spr.cstat = CSTAT_SPRITE_INVISIBLE;
// DEMO-TODO: in disassembly angle was used without masking and thus causing OOB issue.
// This behavior probably would be needed emulated for demo compatibility
@ -1013,9 +1005,9 @@ void AIQueenHead::Tick(RunListEvent* ev)
ChangeActorSect(pActor, pSector);
pSprite->pos.X = x;
pSprite->pos.Y = y;
pSprite->pos.Z = z;
pActor->spr.pos.X = x;
pActor->spr.pos.Y = y;
pActor->spr.pos.Z = z;
if (QueenHead.nIndex2 < 10) {
for (int i = (10 - QueenHead.nIndex2) * 2; i > 0; i--)
@ -1041,7 +1033,7 @@ void AIQueenHead::Tick(RunListEvent* ev)
BuildLavaLimb(pActor, i, GetActorHeight(pActor));
}
runlist_SubRunRec(pSprite->owner);
runlist_SubRunRec(pActor->spr.owner);
runlist_SubRunRec(QueenHead.nRun);
DeleteActor(pActor);
runlist_ChangeChannel(QueenHead.nChannel, 1);
@ -1066,7 +1058,6 @@ void AIQueenHead::Damage(RunListEvent* ev)
{
DExhumedActor* pActor = QueenHead.pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
if (QueenHead.nHealth > 0 && ev->nDamage != 0)
{
@ -1092,7 +1083,7 @@ void AIQueenHead::Damage(RunListEvent* ev)
QueenHead.nFrame = 0;
QueenHead.nIndex = 0;
QueenHead.nIndex2 = 80;
pSprite->cstat = 0;
pActor->spr.cstat = 0;
}
}
}
@ -1129,42 +1120,39 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector,
if (nQueen < 0) {
return;
}
spritetype* pSprite;
if (pActor == nullptr)
{
pActor = insertActor(pSector, 121);
pSprite = &pActor->s();
}
else
{
ChangeActorStat(pActor, 121);
pSprite = &pActor->s();
x = pSprite->pos.X;
y = pSprite->pos.Y;
z = pSprite->sector()->floorz;
nAngle = pSprite->ang;
x = pActor->spr.pos.X;
y = pActor->spr.pos.Y;
z = pActor->spr.sector()->floorz;
nAngle = pActor->spr.ang;
}
pSprite->pos.X = x;
pSprite->pos.Y = y;
pSprite->pos.Z = z;
pSprite->cstat = CSTAT_SPRITE_BLOCK_ALL;
pSprite->pal = 0;
pSprite->shade = -12;
pSprite->clipdist = 100;
pSprite->xrepeat = 80;
pSprite->yrepeat = 80;
pSprite->xoffset = 0;
pSprite->yoffset = 0;
pSprite->picnum = 1;
pSprite->ang = nAngle;
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pSprite->lotag = runlist_HeadRun() + 1;
pSprite->extra = -1;
pSprite->hitag = 0;
pActor->spr.pos.X = x;
pActor->spr.pos.Y = y;
pActor->spr.pos.Z = z;
pActor->spr.cstat = CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.pal = 0;
pActor->spr.shade = -12;
pActor->spr.clipdist = 100;
pActor->spr.xrepeat = 80;
pActor->spr.yrepeat = 80;
pActor->spr.xoffset = 0;
pActor->spr.yoffset = 0;
pActor->spr.picnum = 1;
pActor->spr.ang = nAngle;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = 0;
pActor->spr.lotag = runlist_HeadRun() + 1;
pActor->spr.extra = -1;
pActor->spr.hitag = 0;
GrabTimeSlot(3);
@ -1180,7 +1168,7 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector,
nHeadVel = 800;
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nQueen, 0x1A0000);
pActor->spr.owner = runlist_AddRunRec(pActor->spr.lotag - 1, nQueen, 0x1A0000);
runlist_AddRunRec(NewRun, nQueen, 0x1A0000);
@ -1189,10 +1177,8 @@ void BuildQueen(DExhumedActor* pActor, int x, int y, int z, sectortype* pSector,
void SetQueenSpeed(DExhumedActor* pActor, int nSpeed)
{
auto pSprite = &pActor->s();
pSprite->xvel = bcos(pSprite->ang, -(2 - nSpeed));
pSprite->yvel = bsin(pSprite->ang, -(2 - nSpeed));
pActor->spr.xvel = bcos(pActor->spr.ang, -(2 - nSpeed));
pActor->spr.yvel = bsin(pActor->spr.ang, -(2 - nSpeed));
}
void AIQueen::Tick(RunListEvent* ev)
@ -1202,7 +1188,6 @@ void AIQueen::Tick(RunListEvent* ev)
DExhumedActor* pActor = QueenList[nQueen].pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int nAction = QueenList[nQueen].nAction;
int si = QueenList[nQueen].nAction2;
DExhumedActor* pTarget = QueenList[nQueen].pTarget;
@ -1215,7 +1200,7 @@ void AIQueen::Tick(RunListEvent* ev)
int nSeq = SeqOffsets[kSeqQueen] + QueenSeq[nAction].a;
pSprite->picnum = seq_GetSeqPicnum2(nSeq, QueenList[nQueen].nFrame);
pActor->spr.picnum = seq_GetSeqPicnum2(nSeq, QueenList[nQueen].nFrame);
seq_MoveSequence(pActor, nSeq, QueenList[nQueen].nFrame);
@ -1232,7 +1217,7 @@ void AIQueen::Tick(RunListEvent* ev)
{
if (nAction < 7)
{
if (!(pSprite->cstat & CSTAT_SPRITE_BLOCK_ALL))
if (!(pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL))
{
pTarget = nullptr;
QueenList[nQueen].pTarget = nullptr;
@ -1286,8 +1271,8 @@ void AIQueen::Tick(RunListEvent* ev)
if (QueenList[nQueen].nIndex <= 0)
{
QueenList[nQueen].nFrame = 0;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
QueenList[nQueen].nAction = si + 4;
QueenList[nQueen].nIndex = RandomSize(6) + 30;
break;
@ -1337,8 +1322,8 @@ void AIQueen::Tick(RunListEvent* ev)
}
[[fallthrough]];
case 0x8000:
pSprite->ang += 256;
pSprite->ang &= kAngleMask;
pActor->spr.ang += 256;
pActor->spr.ang &= kAngleMask;
SetQueenSpeed(pActor, si);
break;
@ -1354,8 +1339,8 @@ void AIQueen::Tick(RunListEvent* ev)
QueenList[nQueen].nIndex = 100;
QueenList[nQueen].pTarget = nullptr;
pSprite->xvel = 0;
pSprite->yvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
}
}
@ -1380,7 +1365,7 @@ void AIQueen::Tick(RunListEvent* ev)
if (!si)
{
BuildBullet(pActor, 12, -1, pSprite->ang, pTarget, 1);
BuildBullet(pActor, 12, -1, pActor->spr.ang, pTarget, 1);
}
else
{
@ -1413,7 +1398,7 @@ void AIQueen::Tick(RunListEvent* ev)
QueenList[nQueen].nIndex--;
if (QueenList[nQueen].nIndex <= 0)
{
pSprite->cstat = 0;
pActor->spr.cstat = 0;
for (int i = 0; i < 20; i++)
{
@ -1432,9 +1417,9 @@ void AIQueen::Tick(RunListEvent* ev)
PlayFXAtXYZ(
StaticSound[kSound40],
pSprite->pos.X,
pSprite->pos.Y,
pSprite->pos.Z);
pActor->spr.pos.X,
pActor->spr.pos.Y,
pActor->spr.pos.Z);
BuildQueenHead(nQueen);
@ -1450,7 +1435,7 @@ void AIQueen::Tick(RunListEvent* ev)
case 10:
{
pSprite->cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
pActor->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
break;
}
}
@ -1462,10 +1447,9 @@ void AIQueen::RadialDamage(RunListEvent* ev)
assert(nQueen >= 0 && nQueen < kMaxQueens);
DExhumedActor* pActor = QueenList[nQueen].pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
auto pRadial = &ev->pRadialActor->s();
if (pRadial->statnum != 121 && (pSprite->cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
if (pRadial->statnum != 121 && (pActor->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0)
{
ev->nDamage = runlist_CheckRadialDamage(pActor);
if (ev->nDamage) Damage(ev);
@ -1479,7 +1463,6 @@ void AIQueen::Damage(RunListEvent* ev)
DExhumedActor* pActor = QueenList[nQueen].pActor;
if (!pActor) return;
auto pSprite = &pActor->s();
int si = QueenList[nQueen].nAction2;
if (QueenList[nQueen].nHealth > 0)
@ -1488,9 +1471,9 @@ void AIQueen::Damage(RunListEvent* ev)
if (QueenList[nQueen].nHealth <= 0)
{
pSprite->xvel = 0;
pSprite->yvel = 0;
pSprite->zvel = 0;
pActor->spr.xvel = 0;
pActor->spr.yvel = 0;
pActor->spr.zvel = 0;
QueenList[nQueen].nAction2++;
@ -1500,7 +1483,7 @@ void AIQueen::Damage(RunListEvent* ev)
QueenList[nQueen].nHealth = 4000;
QueenList[nQueen].nAction = 7;
BuildAnim(nullptr, 36, 0, pSprite->pos.X, pSprite->pos.Y, pSprite->pos.Z - 7680, pSprite->sector(), pSprite->xrepeat, 4);
BuildAnim(nullptr, 36, 0, pActor->spr.pos.X, pActor->spr.pos.Y, pActor->spr.pos.Z - 7680, pActor->spr.sector(), pActor->spr.xrepeat, 4);
break;
case 2:
QueenList[nQueen].nHealth = 4000;