diff --git a/source/games/sw/src/game.h b/source/games/sw/src/game.h index a5286daab..dc29da9e0 100644 --- a/source/games/sw/src/game.h +++ b/source/games/sw/src/game.h @@ -888,10 +888,6 @@ struct USER memset(&WallP, 0, sizeof(USER) - myoffsetof(USER, WallP)); } - void set_int_change_x(int x) { change.X = x * inttoworld; } - void set_int_change_y(int x) { change.Y = x * inttoworld; } - void set_int_change_z(int x) { change.Z = x * zinttoworld; } - // frequently repeated patterns void addCounterToChange() { change.Z += Counter * zinttoworld; } diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index ecd970ffd..1b66a7a9b 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -4178,7 +4178,7 @@ int SpawnBlood(DSWActor* actor, DSWActor* weapActor, DAngle hit_angle, const DVe UpdateChangeXY(actorNew); // for FastShrap - actorNew->user.set_int_change_z(abs(actorNew->user.jump_speed*4) - RandomRange(abs(actorNew->user.jump_speed)*8)); + actorNew->user.change.Z = (abs(actorNew->user.jump_speed*4) - RandomRange(abs(actorNew->user.jump_speed)*8)) * JUMP_FACTOR; actorNew->user.WaitTics = 64 + RANDOM_P2(32); actor->user.Flags |= (SPR_BOUNCE);