From 446407cafe12f1eaa9379842206afda3b5cffa3d Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 22 Aug 2022 18:43:53 +0200 Subject: [PATCH] - more SpawnActor calls --- source/games/sw/src/sprite.cpp | 85 ++++++++++++++++------------------ 1 file changed, 39 insertions(+), 46 deletions(-) diff --git a/source/games/sw/src/sprite.cpp b/source/games/sw/src/sprite.cpp index e1961bf98..cdc6e441b 100644 --- a/source/games/sw/src/sprite.cpp +++ b/source/games/sw/src/sprite.cpp @@ -3807,7 +3807,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_REPAIR_KIT)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3818,7 +3818,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_STAR)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3829,7 +3829,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_MINE)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3840,7 +3840,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_GUN)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3851,7 +3851,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_BATTERY)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3862,7 +3862,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GRENADE_LAUNCHER)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3873,7 +3873,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_GRENADE)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3884,7 +3884,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_GUN)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3895,7 +3895,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3906,7 +3906,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ROCKET)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3917,7 +3917,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SHOTGUN)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3928,7 +3928,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_SHOTSHELL)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3939,7 +3939,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3950,7 +3950,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FIREBALL_LG_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3961,7 +3961,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3972,7 +3972,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART_LG_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -3984,7 +3984,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ARMOR)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4001,7 +4001,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MEDKIT)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4012,7 +4012,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SM_MEDKIT)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4023,7 +4023,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CHEMBOMB)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4034,7 +4034,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FLASHBOMB)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4045,7 +4045,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NUKE)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4056,7 +4056,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CALTROPS)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4067,7 +4067,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_BOOSTER)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4078,7 +4078,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEAT_CARD)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4089,7 +4089,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CLOAK)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4100,7 +4100,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NIGHT_VISION)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4112,7 +4112,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_UZI_AMMO)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4123,7 +4123,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4134,7 +4134,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4146,7 +4146,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZIFLOOR)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4160,7 +4160,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZI)) break; - spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN; IconDefault(spawnedActor); @@ -4206,7 +4206,7 @@ int SpawnItemsMatch(short match) if (!ItemSpotClear(itActor, STAT_ITEM, s_Key[num]->Pic)) break; - spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0); + spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0); spawnedActor->spr.picnum = spawnedActor->user.ID = s_Key[num]->Pic; @@ -4796,8 +4796,7 @@ int KillGet(DSWActor* actor) if (!gNet.SpawnMarkers || actor->spr.hitag == TAG_NORESPAWN_FLAG) // No coin if it's a special flag break; - auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0); + auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), actor->spr.pos, nullAngle, 0); actorNew->spr.shade = -20; actorNew->user.WaitTics = actor->user.WaitTics - 12; @@ -4839,8 +4838,7 @@ int KillGetAmmo(DSWActor* actor) if (!gNet.SpawnMarkers) break; - auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0); + auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), actor->spr.pos, nullAngle, 0); actorNew->spr.shade = -20; actorNew->user.WaitTics = actor->user.WaitTics - 12; @@ -4890,8 +4888,7 @@ int KillGetWeapon(DSWActor* actor) if (!gNet.SpawnMarkers) break; - auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0); + auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), actor->spr.pos, nullAngle, 0); actorNew->spr.shade = -20; actorNew->user.WaitTics = actor->user.WaitTics - 12; @@ -4905,9 +4902,7 @@ int DoSpawnItemTeleporterEffect(DSWActor* actor) { extern STATE s_TeleportEffect[]; - auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(12), - actor->int_ang(), 0); + auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), actor->spr.pos.plusZ(-12), actor->spr.angle, 0); effect->spr.shade = -40; effect->spr.xrepeat = effect->spr.yrepeat = 36; @@ -5822,11 +5817,9 @@ KeyMain: DSWActor* actorNew; if (actor->spr.hitag == TAG_NORESPAWN_FLAG) - actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0); + actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, actor->sector(), actor->spr.pos, nullAngle, 0); else - actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlag, actor->sector(), - actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0); + actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlag, actor->sector(), actor->spr.pos, nullAngle, 0); actorNew->spr.shade = -20;