diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index b34e08382..6dbb8679d 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -7289,7 +7289,7 @@ int DoExpDamageTest(DSWActor* actor) if ((unsigned)dist > actor->user.Radius) continue; - if (!FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector())) + if (!FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), actor->spr.pos, actor->sector())) continue; if ((itActor->spr.extra & SPRX_BREAKABLE)) @@ -11849,7 +11849,7 @@ int InitSwordAttack(PLAYER* pp) { if (SpriteOverlapZ(pp->actor, itActor, Z(20))) { - if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector())) + if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector())) DoDamage(itActor, pp->actor); } } @@ -12025,7 +12025,7 @@ int InitFistAttack(PLAYER* pp) { if (SpriteOverlapZ(pp->actor, itActor, Z(20)) || face == 190) { - if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), plActor->int_pos().X, plActor->int_pos().Y, int_ActorZOfMiddle(plActor), plActor->sector())) + if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(plActor), plActor->sector())) DoDamage(itActor, plActor); if (face == 190) { @@ -12303,7 +12303,7 @@ int InitSumoStompAttack(DSWActor* actor) if (dist < CloseRangeDist(itActor, actor, reach)) { - if (FAFcansee(itActor->int_pos().X, itActor->int_pos().Y, int_ActorZOfMiddle(itActor), itActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector())) + if (FAFcansee(ActorVectOfMiddle(itActor), itActor->sector(), ActorVectOfMiddle(actor), actor->sector())) DoDamage(itActor, actor); } } @@ -12329,7 +12329,7 @@ int InitMiniSumoClap(DSWActor* actor) { if (SpriteOverlapZ(actor, targetActor, Z(20))) { - if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector())) + if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector())) { PlaySound(DIGI_CGTHIGHBONE, actor, v3df_follow | v3df_dontpan); DoDamage(targetActor, actor); @@ -12338,7 +12338,7 @@ int InitMiniSumoClap(DSWActor* actor) } else if (dist < CloseRangeDist(targetActor, actor, reach)) { - if (FAFcansee(targetActor->int_pos().X, targetActor->int_pos().Y, int_ActorZOfMiddle(targetActor), targetActor->sector(), actor->int_pos().X, actor->int_pos().Y, int_ActorZOfMiddle(actor), actor->sector())) + if (FAFcansee(ActorVectOfMiddle(targetActor), targetActor->sector(), ActorVectOfMiddle(actor), actor->sector())) { PlaySound(DIGI_30MMEXPLODE, actor, v3df_none); SpawnFireballFlames(actor, targetActor);