diff --git a/source/games/sw/src/copysect.cpp b/source/games/sw/src/copysect.cpp index a823f1aa7..564edabde 100644 --- a/source/games/sw/src/copysect.cpp +++ b/source/games/sw/src/copysect.cpp @@ -115,7 +115,7 @@ void CopySectorMatch(int match) while (auto dActor = it.Next()) { dest_sp = &dActor->s(); - dsectp = §or[dest_sp->sectnum]; + dsectp = dest_sp->sector(); if (match != dest_sp->lotag) continue; @@ -128,7 +128,7 @@ void CopySectorMatch(int match) if (SP_TAG2(src_sp) == SP_TAG2(dest_sp) && SP_TAG3(src_sp) == SP_TAG3(dest_sp)) { - ssectp = §or[src_sp->sectnum]; + ssectp = src_sp->sector(); // !!!!!AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHH // Don't kill anything you don't have to @@ -137,7 +137,7 @@ void CopySectorMatch(int match) #if 1 // kill all sprites in the dest sector that need to be - SWSectIterator itsec(dest_sp->sectnum); + SWSectIterator itsec(dsectp); while (auto itActor = itsec.Next()) { k = &itActor->s(); @@ -159,9 +159,9 @@ void CopySectorMatch(int match) } #endif - CopySectorWalls(dest_sp->sector(), src_sp->sector()); + CopySectorWalls(dsectp, ssectp); - itsec.Reset(src_sp->sectnum); + itsec.Reset(ssectp); while (auto itActor = itsec.Next()) { auto sp = &itActor->s(); @@ -185,10 +185,10 @@ void CopySectorMatch(int match) sp->y = dy - src_yoff; // change sector - ChangeActorSect(itActor, dest_sp->sectnum); + ChangeActorSect(itActor, dsectp); // check to see if it moved on to a sector object - if (TEST(sector[dest_sp->sectnum].extra, SECTFX_SECTOR_OBJECT)) + if (TEST(dsectp->extra, SECTFX_SECTOR_OBJECT)) { SECTOR_OBJECTp sop;