diff --git a/source/games/sw/src/coolg.cpp b/source/games/sw/src/coolg.cpp index fbf425139..54d9b4ec7 100644 --- a/source/games/sw/src/coolg.cpp +++ b/source/games/sw/src/coolg.cpp @@ -557,11 +557,11 @@ int NewCoolg(DSWActor* actor) ChangeState(actorNew, &s_CoolgBirth[0]); nu->StateEnd = s_CoolgDie; nu->Rot = sg_CoolgRun; - np->pal = nu->spal = u->spal; + actorNew->spr.pal = nu->spal = u->spal; nu->ActorActionSet = &CoolgActionSet; - np->shade = actor->spr.shade; + actorNew->spr.shade = actor->spr.shade; nu->Personality = &CoolgPersonality; nu->Attrib = &CoolgAttrib; diff --git a/source/games/sw/src/ripper.cpp b/source/games/sw/src/ripper.cpp index fa7bedd11..e79bbeaa0 100644 --- a/source/games/sw/src/ripper.cpp +++ b/source/games/sw/src/ripper.cpp @@ -1209,14 +1209,14 @@ void RipperHatch(DSWActor* actor) { auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT); np = &actorNew->s(); - np->clear(); + actorNew->spr.clear(); ClearOwner(actorNew); - np->pos.X = actor->spr.pos.X; - np->pos.Y = actor->spr.pos.Y; - np->pos.Z = actor->spr.pos.Z; - np->xrepeat = np->yrepeat = 64; - np->ang = rip_ang[i]; - np->pal = 0; + actorNew->spr.pos.X = actor->spr.pos.X; + actorNew->spr.pos.Y = actor->spr.pos.Y; + actorNew->spr.pos.Z = actor->spr.pos.Z; + actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64; + actorNew->spr.ang = rip_ang[i]; + actorNew->spr.pal = 0; SetupRipper(actorNew); nu = actorNew->u(); diff --git a/source/games/sw/src/ripper2.cpp b/source/games/sw/src/ripper2.cpp index dfe051336..817692461 100644 --- a/source/games/sw/src/ripper2.cpp +++ b/source/games/sw/src/ripper2.cpp @@ -1228,16 +1228,16 @@ void Ripper2Hatch(DSWActor* actor) { auto actorNew = insertActor(actor->spr.sector(), STAT_DEFAULT); np = &actorNew->s(); - np->clear(); + actorNew->spr.clear(); ClearOwner(actorNew); - np->pos.X = actor->spr.pos.X; - np->pos.Y = actor->spr.pos.Y; - np->pos.Z = actor->spr.pos.Z; - //np->xrepeat = np->yrepeat = 36; - np->xrepeat = np->yrepeat = 64; - np->ang = rip_ang[i]; - np->pal = 0; - np->shade = -10; + actorNew->spr.pos.X = actor->spr.pos.X; + actorNew->spr.pos.Y = actor->spr.pos.Y; + actorNew->spr.pos.Z = actor->spr.pos.Z; + //actorNew->spr.xrepeat = actorNew->spr.yrepeat = 36; + actorNew->spr.xrepeat = actorNew->spr.yrepeat = 64; + actorNew->spr.ang = rip_ang[i]; + actorNew->spr.pal = 0; + actorNew->spr.shade = -10; SetupRipper2(actorNew); nu = actorNew->u(); diff --git a/source/games/sw/src/track.cpp b/source/games/sw/src/track.cpp index d77dc0a12..9711fb0d0 100644 --- a/source/games/sw/src/track.cpp +++ b/source/games/sw/src/track.cpp @@ -317,14 +317,14 @@ DSWActor* TrackClonePoint(DSWActor* actor) np = &actorNew->s(); - np->cstat = 0; - np->extra = 0; - np->pos.X = sp->pos.X; - np->pos.Y = sp->pos.Y; - np->pos.Z = sp->pos.Z; - np->ang = sp->ang; - np->lotag = sp->lotag; - np->hitag = sp->hitag; + actorNew->spr.cstat = 0; + actorNew->spr.extra = 0; + actorNew->spr.pos.X = sp->pos.X; + actorNew->spr.pos.Y = sp->pos.Y; + actorNew->spr.pos.Z = sp->pos.Z; + actorNew->spr.ang = sp->ang; + actorNew->spr.lotag = sp->lotag; + actorNew->spr.hitag = sp->hitag; return actorNew; } diff --git a/source/games/sw/src/zombie.cpp b/source/games/sw/src/zombie.cpp index bfd5af34b..476ec6cbd 100644 --- a/source/games/sw/src/zombie.cpp +++ b/source/games/sw/src/zombie.cpp @@ -783,14 +783,14 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor) auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector, pp->pos.X, pp->pos.Y, pp->pos.Z, pp->angle.ang.asbuild(), 0); np = &actorNew->s(); nu = actorNew->u(); - np->setsector(pp->cursector); + actorNew->spr.setsector(pp->cursector); SetOwner(actorNew, ownerActor); - np->pal = nu->spal = ownerActor->user.spal; - np->ang = RANDOM_P2(2048); + actorNew->spr.pal = nu->spal = ownerActor->user.spal; + actorNew->spr.ang = RANDOM_P2(2048); SetupZombie(actorNew); - np->shade = -10; + actorNew->spr.shade = -10; SET(nu->Flags2, SPR2_DONT_TARGET_OWNER); - SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT); + SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); DoActorPickClosePlayer(actorNew); @@ -836,12 +836,12 @@ void SpawnZombie2(DSWActor* actor) nu = actorNew->u(); nu->Counter3 = 0; SetOwner(ownerActor, actorNew); - np->pal = nu->spal = ownerActor->user.spal; - np->ang = RANDOM_P2(2048); + actorNew->spr.pal = nu->spal = ownerActor->user.spal; + actorNew->spr.ang = RANDOM_P2(2048); SetupZombie(actorNew); - np->shade = -10; + actorNew->spr.shade = -10; SET(nu->Flags2, SPR2_DONT_TARGET_OWNER); - SET(np->cstat, CSTAT_SPRITE_TRANSLUCENT); + SET(actorNew->spr.cstat, CSTAT_SPRITE_TRANSLUCENT); DoActorPickClosePlayer(actorNew);