diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 35116f7e6..f3931283a 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -4150,14 +4150,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b if (ff->flags & FF_SOLID && secpic.isNull() && - z >= ff->top.plane->ZatPoint(actor->X(), actor->Y())) + z >= ff->top.plane->ZatPoint(actor)) { // This is the highest solid floor beneath our feet secpic = *ff->top.texture; } else if (!(ff->flags & FF_SOLID) && tex == TexMan[*ff->top.texture] && - z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) && - z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y())) + z <= ff->top.plane->ZatPoint(actor) && + z >= ff->bottom.plane->ZatPoint(actor)) { // Having your feet within a liquid counts as being "on" it return true; } @@ -4180,14 +4180,14 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b if (ff->flags & FF_SOLID && secpic.isNull() && - z <= ff->bottom.plane->ZatPoint(actor->X(), actor->Y())) + z <= ff->bottom.plane->ZatPoint(actor)) { // This is the lowest solid ceiling above our eyes secpic = *ff->top.texture; } else if (!(ff->flags & FF_SOLID) && tex == TexMan[*ff->bottom.texture] && - z <= ff->top.plane->ZatPoint(actor->X(), actor->Y()) && - z >= ff->bottom.plane->ZatPoint(actor->X(), actor->Y())) + z <= ff->top.plane->ZatPoint(actor) && + z >= ff->bottom.plane->ZatPoint(actor)) { // Having your eyes within a liquid counts as being "under" it return true; }