diff --git a/src/actor.h b/src/actor.h
index 7cfee5500..579656ae0 100644
--- a/src/actor.h
+++ b/src/actor.h
@@ -865,13 +865,13 @@ public:
 	// more precise, but slower version, being used in a few places
 	fixed_t Distance2D(AActor *other, bool absolute = false)
 	{
-		return xs_RoundToInt(FVector2(X() - other->X(), Y() - other->Y()).Length());
+		return xs_RoundToInt(TVector2<double>(X() - other->X(), Y() - other->Y()).Length());
 	}
 
 	// a full 3D version of the above
 	fixed_t Distance3D(AActor *other, bool absolute = false)
 	{
-		return xs_RoundToInt(FVector3(X() - other->X(), Y() - other->Y(), Z() - other->Z()).Length());
+		return xs_RoundToInt(TVector3<double>(X() - other->X(), Y() - other->Y(), Z() - other->Z()).Length());
 	}
 
 	angle_t AngleTo(AActor *other, bool absolute = false) const
diff --git a/src/p_buildmap.cpp b/src/p_buildmap.cpp
index 295dff831..6705addd6 100644
--- a/src/p_buildmap.cpp
+++ b/src/p_buildmap.cpp
@@ -804,7 +804,7 @@ static void CreateStartSpot (fixed_t *pos, FMapThing *start)
 
 static void CalcPlane (SlopeWork &slope, secplane_t &plane)
 {
-	FVector3 pt[3];
+	TVector3<double> pt[3];
 	long j;
 
 	slope.x[0] = slope.wal->x;  slope.y[0] = slope.wal->y;
@@ -823,8 +823,8 @@ static void CalcPlane (SlopeWork &slope, secplane_t &plane)
 		-slope.dy, slope.x[2]-slope.wal->x);
 	slope.z[2] += Scale (slope.heinum, j, slope.i);
 
-	pt[0] = FVector3(slope.dx, -slope.dy, 0);
-	pt[1] = FVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
+	pt[0] = TVector3<double>(slope.dx, -slope.dy, 0);
+	pt[1] = TVector3<double>(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
 	pt[2] = (pt[0] ^ pt[1]).Unit();
 
 	if ((pt[2][2] < 0 && plane.c > 0) || (pt[2][2] > 0 && plane.c < 0))
@@ -832,10 +832,10 @@ static void CalcPlane (SlopeWork &slope, secplane_t &plane)
 		pt[2] = -pt[2];
 	}
 
-	plane.a = fixed_t(pt[2][0]*65536.f);
-	plane.b = fixed_t(pt[2][1]*65536.f);
-	plane.c = fixed_t(pt[2][2]*65536.f);
-	plane.ic = fixed_t(65536.f/pt[2][2]);
+	plane.a = FLOAT2FIXED(pt[2][0]);
+	plane.b = FLOAT2FIXED(pt[2][1]);
+	plane.c = FLOAT2FIXED(pt[2][2]);
+	plane.ic = DivScale32(1, plane.c);
 	plane.d = -TMulScale8
 		(plane.a, slope.x[0]<<4, plane.b, (-slope.y[0])<<4, plane.c, slope.z[0]);
 }
diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp
index dde1c80b8..cce1ac05b 100644
--- a/src/p_mobj.cpp
+++ b/src/p_mobj.cpp
@@ -5875,7 +5875,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
 	// Answer: No, because this way, you can set up sets of parallel missiles.
 
 	fixedvec3 fixvel = source->Vec3To(dest);
-	FVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
+	TVector3<double> velocity(fixvel.x, fixvel.y, fixvel.z);
 	// Floor and ceiling huggers should never have a vertical component to their velocity
 	if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
 	{
@@ -5887,9 +5887,9 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
 		velocity.Z += (dest->height - z + source->Z());
 	}
 	velocity.Resize (speed);
-	th->velx = (fixed_t)(velocity.X);
-	th->vely = (fixed_t)(velocity.Y);
-	th->velz = (fixed_t)(velocity.Z);
+	th->velx = xs_CRoundToInt(velocity.X);
+	th->vely = xs_CRoundToInt(velocity.Y);
+	th->velz = xs_CRoundToInt(velocity.Z);
 
 	// invisible target: rotate velocity vector in 2D
 	// [RC] Now monsters can aim at invisible player as if they were fully visible.
@@ -6163,16 +6163,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
 	vz = -finesine[pitch>>ANGLETOFINESHIFT];
 	speed = MissileActor->Speed;
 
-	FVector3 vec(vx, vy, vz);
+	TVector3<double> vec(vx, vy, vz);
 
 	if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
 	{
 		vec.Z = 0;
 	}
 	vec.Resize(speed);
-	MissileActor->velx = (fixed_t)vec.X;
-	MissileActor->vely = (fixed_t)vec.Y;
-	MissileActor->velz = (fixed_t)vec.Z;
+	MissileActor->velx = xs_CRoundToInt(vec.X);
+	MissileActor->vely = xs_CRoundToInt(vec.Y);
+	MissileActor->velz = xs_CRoundToInt(vec.Z);
 
 	if (MissileActor->flags4 & MF4_SPECTRAL)
 	{
diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp
index 2eb53c87d..e4744c8b4 100644
--- a/src/thingdef/thingdef_codeptr.cpp
+++ b/src/thingdef/thingdef_codeptr.cpp
@@ -1187,8 +1187,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
 				{
 					if (CMF_OFFSETPITCH & flags)
 					{
-							FVector2 velocity (missile->velx, missile->vely);
-							pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
+							TVector2<double> velocity (missile->velx, missile->vely);
+							pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->velz);
 					}
 					ang = pitch >> ANGLETOFINESHIFT;
 					missilespeed = abs(FixedMul(finecosine[ang], missile->Speed));
@@ -1196,8 +1196,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
 				}
 				else
 				{
-					FVector2 velocity (missile->velx, missile->vely);
-					missilespeed = (fixed_t)velocity.Length();
+					TVector2<double> velocity (missile->velx, missile->vely);
+					missilespeed = xs_CRoundToInt(velocity.Length());
 				}
 
 				if (CMF_SAVEPITCH & flags)
@@ -1603,8 +1603,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
 			{
 				// This original implementation is to aim straight ahead and then offset
 				// the angle from the resulting direction. 
-				FVector3 velocity(misl->velx, misl->vely, 0);
-				fixed_t missilespeed = (fixed_t)velocity.Length();
+				TVector3<double> velocity(misl->velx, misl->vely, 0);
+				fixed_t missilespeed = xs_CRoundToInt(velocity.Length());
 				misl->angle += angle;
 				angle_t an = misl->angle >> ANGLETOFINESHIFT;
 				misl->velx = FixedMul (missilespeed, finecosine[an]);
@@ -6751,8 +6751,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
 	if (!(flags & FMDF_NOPITCH))
 	{
 		fixed_t current = mobj->pitch;
-		const FVector2 velocity(mobj->velx, mobj->vely);
-		const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz);
+		const TVector2<double> velocity(mobj->velx, mobj->vely);
+		const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->velz);
 		if (pitchlimit > 0)
 		{
 			// [MC] angle_t for pitchlimit was required because otherwise