diff --git a/src/g_shared/a_pickups.cpp b/src/g_shared/a_pickups.cpp index e10aeba37..2e5f990f8 100644 --- a/src/g_shared/a_pickups.cpp +++ b/src/g_shared/a_pickups.cpp @@ -305,7 +305,7 @@ void A_RestoreSpecialPosition (AActor *self) _x = self->SpawnPoint[0] << FRACBITS; _y = self->SpawnPoint[1] << FRACBITS; - sec = R_PointInSubsector (_x, _y)->sector; + sec = P_PointInSector (_x, _y); self->SetOrigin (_x, _y, sec->floorplane.ZatPoint (_x, _y)); P_CheckPosition (self, _x, _y); diff --git a/src/g_strife/a_strifeweapons.cpp b/src/g_strife/a_strifeweapons.cpp index 36c2fa1cd..7f3f4d20a 100644 --- a/src/g_strife/a_strifeweapons.cpp +++ b/src/g_strife/a_strifeweapons.cpp @@ -1615,7 +1615,7 @@ void A_Burnination (AActor *self) fixed_t x = self->x + (xofs << FRACBITS); fixed_t y = self->y + (yofs << FRACBITS); - sector_t * sector = R_PointInSubsector(x, y)->sector; + sector_t * sector = P_PointInSector(x, y); // The sector's floor is too high so spawn the flame elsewhere. if (sector->floorplane.ZatPoint(x, y) > self->z + self->MaxStepHeight)