diff --git a/src/p_effect.cpp b/src/p_effect.cpp index fbfb0f3224..a621d1961f 100644 --- a/src/p_effect.cpp +++ b/src/p_effect.cpp @@ -170,12 +170,12 @@ void P_ClearParticles (FLevelLocals *Level) void P_FindParticleSubsectors (FLevelLocals *Level) { - if (Level->ParticlesInSubsec.Size() < level.subsectors.Size()) + if (Level->ParticlesInSubsec.Size() < Level->subsectors.Size()) { - Level->ParticlesInSubsec.Reserve (level.subsectors.Size() - Level->ParticlesInSubsec.Size()); + Level->ParticlesInSubsec.Reserve (Level->subsectors.Size() - Level->ParticlesInSubsec.Size()); } - fillshort (&Level->ParticlesInSubsec[0], level.subsectors.Size(), NO_PARTICLE); + fillshort (&Level->ParticlesInSubsec[0], Level->subsectors.Size(), NO_PARTICLE); if (!r_particles) { @@ -239,7 +239,7 @@ void P_ThinkParticles (FLevelLocals *Level) { particle = &Level->Particles[i]; i = particle->tnext; - if (!particle->notimefreeze && level.isFrozen()) + if (!particle->notimefreeze && Level->isFrozen()) { prev = particle; continue; @@ -326,7 +326,7 @@ void P_RunEffects (FLevelLocals *Level) { if (players[consoleplayer].camera == NULL) return; - int pnum = players[consoleplayer].camera->Sector->Index() * level.sectors.Size(); + int pnum = players[consoleplayer].camera->Sector->Index() * Level->sectors.Size(); AActor *actor; TThinkerIterator iterator; @@ -375,7 +375,7 @@ static void MakeFountain (AActor *actor, int color1, int color2) { particle_t *particle; - if (!(level.time & 1)) + if (!(actor->Level->time & 1)) return; particle = JitterParticle (actor->Level, 51);