diff --git a/source/games/sw/src/jweapon.cpp b/source/games/sw/src/jweapon.cpp index 662bee92b..aaf1cbc4e 100644 --- a/source/games/sw/src/jweapon.cpp +++ b/source/games/sw/src/jweapon.cpp @@ -352,7 +352,7 @@ int DoBloodSpray(DSWActor* actor) if (actor->spr.xvel <= 2) { // special stuff for blood worm - actor->add_int_z((actor->user.change.Z >> 1)); + actor->add_int_z((actor->user.int_change().Z >> 1)); getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz); // pretend like we hit a sector diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index a4d57999c..cbf4f4ced 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -3852,7 +3852,7 @@ int DoVomitSplash(DSWActor* actor) int DoFastShrapJumpFall(DSWActor* actor) { - actor->add_int_pos({ actor->user.change.X * 2, actor->user.change.Y * 2, actor->user.change.Z * 2 }); + actor->add_int_pos({ actor->user.int_change().X * 2, actor->user.int_change().Y * 2, actor->user.int_change().Z * 2 }); actor->user.WaitTics -= MISSILEMOVETICS; if (actor->user.WaitTics <= 0) KillActor(actor); @@ -8184,7 +8184,7 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall) daz = 4096; // 4096 = 45 degrees // reflection code - k = ((actor->user.change.X*dax) + (actor->user.change.Y*day)) + MulScale(actor->user.int_change().Z, daz, 4); + k = ((actor->user.int_change().X*dax) + (actor->user.int_change().Y*day)) + MulScale(actor->user.int_change().Z, daz, 4); l = (dax*dax) + (day*day) + (daz*daz); // make sure divscale doesn't overflow @@ -8520,7 +8520,7 @@ int DoVulcanBoulder(DSWActor* actor) actor->user.Counter = 0; // limit to a reasonable bounce value - if (actor->user.change.Z > Z(32)) + if (actor->user.int_change().Z > Z(32)) actor->user.change.Z = Z(32); } else @@ -8543,7 +8543,7 @@ int DoVulcanBoulder(DSWActor* actor) ScaleSpriteVector(actor, 20000, 20000, 32000); // limit to a reasonable bounce value - if (actor->user.change.Z > Z(24)) + if (actor->user.int_change().Z > Z(24)) actor->user.change.Z = Z(24); actor->user.invertChangeZ();