From 02aee7f8aa62be6b0a5da40f3f8e4d077f19a175 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 16 Sep 2022 19:02:37 +0200 Subject: [PATCH] - floatification in genDudePrepare --- source/games/blood/src/aiunicult.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 154111787..b625f3a9d 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -2470,11 +2470,12 @@ bool genDudePrepare(DBloodActor* actor, int propId) seqSpawn(actor->xspr.data2 + actor->xspr.aiState->seqId, actor, -1); // make sure dudes aren't in the floor or ceiling - int zTop, zBot; GetActorExtents(actor, &zTop, &zBot); + double zTop, zBot; + GetActorExtents(actor, &zTop, &zBot); if (!(actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)) - actor->add_int_z(ClipLow(actor->sector()->int_ceilingz() - zTop, 0)); + actor->spr.pos.Z += max(actor->sector()->ceilingz - zTop, 0.); if (!(actor->sector()->floorstat & CSTAT_SECTOR_SKY)) - actor->add_int_z(ClipHigh(actor->sector()->int_floorz() - zBot, 0)); + actor->spr.pos.Z += min(actor->sector()->floorz - zBot, 0.); actor->set_native_clipdist(ClipRange((actor->spr.xrepeat + actor->spr.yrepeat) >> 1, 4, 120)); if (propId) break;