diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 1ba22b3b1..9a1506c1e 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1558,7 +1558,7 @@ void ProcessInput(PLAYER* pPlayer) DBloodActor* fragger = pPlayer->fragger; if (fragger) { - pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ang, VecToAngle(fragger->int_pos().X - actor->int_pos().X, fragger->int_pos().Y - actor->int_pos().Y))); + pPlayer->angle.addadjustment(deltaangle(pPlayer->angle.ang, VecToAngle(fragger->spr.pos.XY() - actor->spr.pos.XY()))); } pPlayer->deathTime += 4; if (!bSeqStat) diff --git a/source/games/duke/src/actors_d.cpp b/source/games/duke/src/actors_d.cpp index 397c66278..cec72b3f5 100644 --- a/source/games/duke/src/actors_d.cpp +++ b/source/games/duke/src/actors_d.cpp @@ -349,7 +349,7 @@ void hitradius_d(DDukeActor* actor, int r, int hp1, int hp2, int hp3, int h if (d < r && cansee(act2->spr.pos.plusZ(-8), act2->sector(), actor->spr.pos.plusZ(-12), actor->sector())) { - act2->hitang = getangle(act2->int_pos().X - actor->int_pos().X, act2->int_pos().Y - actor->int_pos().Y); + act2->hitang = getangle(act2->spr.pos - actor->spr.pos); if (actor->spr.picnum == RPG && act2->spr.extra > 0) act2->attackertype = RPG; diff --git a/source/games/duke/src/player_r.cpp b/source/games/duke/src/player_r.cpp index 6280369ed..7b8715e61 100644 --- a/source/games/duke/src/player_r.cpp +++ b/source/games/duke/src/player_r.cpp @@ -409,8 +409,8 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa auto hole = spawn(spark, BULLETHOLE); if (hole) { - hole->set_int_xvel(-1); - hole->set_int_ang(getangle(-hit.hitWall->delta()) + 512); + hole->vel.X = -1 / 16; + hole->spr.angle = VecToAngle(-hit.hitWall->delta()) + DAngle90; ssp(hole, CLIPMASK0); hole->spr.cstat2 |= CSTAT2_SPRITE_DECAL; }