diff --git a/src/p_map.cpp b/src/p_map.cpp index 27a32e639..f89282674 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -755,7 +755,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm) if ((thing->flags2 | tm.thing->flags2) & MF2_THRUACTORS) return true; - if ((tm.thing->flags6 & MF6_THRUSPECIES) && (tm.thing->Species == thing->Species)) + if ((tm.thing->flags6 & MF6_THRUSPECIES) && (tm.thing->GetSpecies() == thing->GetSpecies())) return true; if (!(thing->flags & (MF_SOLID|MF_SPECIAL|MF_SHOOTABLE)) ) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 02108f7fb..af898a697 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -535,7 +535,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType) ACTION_PARAM_START(3); ACTION_PARAM_NAME(Type, 0); ACTION_PARAM_STATE(JumpOffset, 1); - ACTION_PARAM_INT(amount, 1); + ACTION_PARAM_INT(amount, 2); ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!