diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index 43c867240..c828b8235 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -136,7 +136,7 @@ int DoBlurExtend(DSWActor* actor, int16_t interval, int16_t blur_num); int SpawnDemonFist(DSWActor*); void SpawnTankShellExp(DSWActor*); void SpawnMicroExp(DSWActor*); -void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int lower_zsize); +void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize); int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& pos, short ID); int SpawnSplashXY(int hit_x,int hit_y,int hit_z,sectortype*); DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang); @@ -9886,7 +9886,7 @@ void SpawnFireballExp(DSWActor* actor) // ceilings // - SpawnExpZadjust(actor, actorNew, Z(15), Z(15)); + SpawnExpZadjust(actor, actorNew, 15, 15); if (RANDOM_P2(1024) < 150) SpawnFireballFlames(actorNew, nullptr); @@ -9917,7 +9917,7 @@ void SpawnGoroFireballExp(DSWActor* actor) // ceilings // - SpawnExpZadjust(actor, actorNew, Z(15), Z(15)); + SpawnExpZadjust(actor, actorNew, 15, 15); } void SpawnBoltExp(DSWActor* actor) @@ -9942,7 +9942,7 @@ void SpawnBoltExp(DSWActor* actor) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); expActor->user.Radius = DamageData[DMG_BOLT_EXP].radius; - SpawnExpZadjust(actor, expActor, Z(40), Z(40)); + SpawnExpZadjust(actor, expActor, 40, 40); DoExpDamageTest(expActor); @@ -9990,7 +9990,7 @@ void SpawnTankShellExp(DSWActor* actor) expActor->spr.cstat |= (CSTAT_SPRITE_XFLIP); expActor->user.Radius = DamageData[DMG_TANK_SHELL_EXP].radius; - SpawnExpZadjust(actor, expActor, Z(40), Z(40)); + SpawnExpZadjust(actor, expActor, 40, 40); DoExpDamageTest(expActor); SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16); } @@ -10027,7 +10027,7 @@ void SpawnNuclearSecondaryExp(DSWActor* actor, short ang) return; } - SpawnExpZadjust(actor, expActor, Z(50), Z(10)); + SpawnExpZadjust(actor, expActor, 50, 10); InitChemBomb(expActor); } @@ -10087,7 +10087,7 @@ void SpawnNuclearExp(DSWActor* actor) expActor->user.Radius = NUKE_RADIUS; - SpawnExpZadjust(actor, expActor, Z(30), Z(30)); + SpawnExpZadjust(actor, expActor, 30, 30); DoExpDamageTest(expActor); @@ -10166,7 +10166,7 @@ void SpawnMicroExp(DSWActor* actor) // ceilings // - SpawnExpZadjust(actor, expActor, Z(20), Z(20)); + SpawnExpZadjust(actor, expActor, 20, 20); SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16); } @@ -10288,7 +10288,7 @@ void SpawnGrenadeSecondaryExp(DSWActor* actor, int ang) return; } - SpawnExpZadjust(actor, expActor, Z(50), Z(10)); + SpawnExpZadjust(actor, expActor, 50, 10); expActor->backuppos(); } @@ -10348,7 +10348,7 @@ void SpawnGrenadeExp(DSWActor* actor) // ceilings // - SpawnExpZadjust(actor, expActor, Z(100), Z(30)); + SpawnExpZadjust(actor, expActor, 100, 30); DoExpDamageTest(expActor); @@ -10356,10 +10356,8 @@ void SpawnGrenadeExp(DSWActor* actor) SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 0); } -void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize_, int lower_zsize_) +void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize) { - double upper_zsize = upper_zsize_ * zinttoworld; - double lower_zsize = lower_zsize_ * zinttoworld; double tos_z, bos_z; ASSERT(expActor->hasU()); @@ -10428,7 +10426,7 @@ void SpawnMineExp(DSWActor* actor) // ceilings // - SpawnExpZadjust(actor, expActor, Z(100), Z(20)); + SpawnExpZadjust(actor, expActor, 100, 20); SpawnVis(nullptr, expActor->sector(), expActor->spr.pos, 16); SetExpQuake(expActor); @@ -10489,7 +10487,7 @@ DSWActor* SpawnLargeExp(DSWActor* actor) expActor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); expActor->user.Radius = DamageData[DMG_SECTOR_EXP].radius; - SpawnExpZadjust(actor, expActor, Z(50), Z(50)); + SpawnExpZadjust(actor, expActor, 50, 50); // Should not cause other sectors to explode DoExpDamageTest(expActor);