diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index f9e840863..05bfc04a3 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -1239,7 +1239,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator) nWave = pXSector->busyWaveA; else nWave = pXSector->busyWaveB; - int dz1 = pXSector->int_onFloorZ() - pXSector->int_offFloorZ(); + double dz1 = pXSector->onFloorZ - pXSector->offFloorZ; if (dz1 != 0) { BloodSectIterator it(pSector); @@ -1248,11 +1248,11 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator) if (actor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD) { viewBackupSpriteLoc(actor); - actor->spr.pos.Z += actor->basePoint.Z + MulScale(dz1, GetWaveValueI(a2, nWave), 16) * inttoworld; + actor->spr.pos.Z += actor->basePoint.Z + dz1 * GetWaveValue(a2, nWave); } } } - int dz2 = pXSector->int_onCeilZ() - pXSector->int_offCeilZ(); + double dz2 = pXSector->onCeilZ - pXSector->offCeilZ; if (dz2 != 0) { BloodSectIterator it(pSector); @@ -1261,7 +1261,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator) if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE) { viewBackupSpriteLoc(actor); - actor->spr.pos.Z += actor->basePoint.Z + MulScale(dz2, GetWaveValueI(a2, nWave), 16) * inttoworld; + actor->spr.pos.Z += actor->basePoint.Z + dz2 * GetWaveValue(a2, nWave); } } }