diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index c60080ed0..fa949f7f2 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -5512,7 +5512,7 @@ void actExplodeSprite(DBloodActor* actor) nType = kExplosionFireball; seqSpawn(9, actor, -1); if (Chance(0x8000)) pSprite->cstat |= 4; - sfxPlay3DSound(actor, 306, 24 + (pSprite->index & 3), FX_GlobalChannel); // ouch... + sfxPlay3DSound(actor, 306, 24 + (actor->GetIndex() & 3), FX_GlobalChannel); GibSprite(actor, GIBTYPE_5, nullptr, nullptr); break; @@ -5832,7 +5832,7 @@ static void actCheckThings() } actAirDrag(actor, 128); - if (((pSprite->index >> 8) & 15) == (gFrameCount & 15) && (pSprite->flags & 2)) pSprite->flags |= 4; + if (((actor->GetIndex() >> 8) & 15) == (gFrameCount & 15) && (pSprite->flags & 2)) pSprite->flags |= 4; if ((pSprite->flags & 4) || actor->xvel || actor->yvel || actor->zvel || velFloor[pSprite->sectnum] || velCeil[pSprite->sectnum]) { Collision hit = MoveThing(actor); diff --git a/source/games/blood/src/ai.cpp b/source/games/blood/src/ai.cpp index b7451f240..365269fe2 100644 --- a/source/games/blood/src/ai.cpp +++ b/source/games/blood/src/ai.cpp @@ -1662,7 +1662,7 @@ void aiProcessDudes(void) if (pXSprite->aiState->moveFunc) pXSprite->aiState->moveFunc(actor); - if (pXSprite->aiState->thinkFunc && (gFrameCount & 3) == (pSprite->index & 3)) // ouch, ouch! :( + if (pXSprite->aiState->thinkFunc && (gFrameCount & 3) == (actor->GetIndex() & 3)) pXSprite->aiState->thinkFunc(actor); } diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 1a8876789..bd82283b6 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -2522,7 +2522,7 @@ bool genDudePrepare(DBloodActor* actor, int propId) case kGenDudeSeqReserved7: case kGenDudeSeqReserved8: /*if (getSequence(i)) { - viewSetSystemMessage("Found reserved SEQ animation (%d) for custom dude #%d!", i, pSprite->index); + viewSetSystemMessage("Found reserved SEQ animation (%d) for custom dude #%d!", i, actor->GetIndex()); viewSetSystemMessage("Using reserved animation is not recommended."); viewSetSystemMessage("SEQ base id: %d", seqStartId); }*/