From 761412313f557a6ff25c5166c82246fa335b9c44 Mon Sep 17 00:00:00 2001
From: Christoph Oelckers <coelckers@users.noreply.github.com>
Date: Sat, 24 Sep 2022 14:04:57 +0200
Subject: [PATCH] - did some trivial replacements for deprecated functions.

---
 source/games/blood/src/actor.cpp         |  8 ++++----
 source/games/blood/src/animatesprite.cpp |  2 +-
 source/games/blood/src/gameutil.cpp      | 14 +++++++-------
 source/games/blood/src/nnexts.cpp        |  8 ++++----
 source/games/blood/src/triggers.cpp      |  4 ++--
 5 files changed, 18 insertions(+), 18 deletions(-)

diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp
index 293fed42a..b4e5bfddd 100644
--- a/source/games/blood/src/actor.cpp
+++ b/source/games/blood/src/actor.cpp
@@ -5627,9 +5627,9 @@ static void actCheckThings()
 			viewBackupSpriteLoc(actor);
 			if (pXSector && pXSector->panVel)
 			{
-				int top, bottom;
+				double top, bottom;
 				GetActorExtents(actor, &top, &bottom);
-				if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom)
+				if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom)
 				{
 					int angle = pXSector->panAngle.Buildang();
 					int speed = 0;
@@ -6052,9 +6052,9 @@ static void actCheckDudes()
 
 		if (pXSector)
 		{
-			int top, bottom;
+			double top, bottom;
 			GetActorExtents(actor, &top, &bottom);
-			if (getflorzofslopeptr(pSector, actor->spr.pos) <= bottom)
+			if (getflorzofslopeptrf(pSector, actor->spr.pos) <= bottom)
 			{
 				int angle = pXSector->panAngle.Buildang();
 				int speed = 0;
diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp
index 05aacc691..9d4a192b7 100644
--- a/source/games/blood/src/animatesprite.cpp
+++ b/source/games/blood/src/animatesprite.cpp
@@ -620,7 +620,7 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
 			{
 				double top, bottom;
 				GetSpriteExtents(pTSprite, &top, &bottom);
-				if (getflorzofslopeptr(pTSprite->sectp, pTSprite->pos) > bottom)
+				if (getflorzofslopeptrf(pTSprite->sectp, pTSprite->pos) > bottom)
 					nAnim = 1;
 			}
 			break;
diff --git a/source/games/blood/src/gameutil.cpp b/source/games/blood/src/gameutil.cpp
index 367ca612f..4c73dd207 100644
--- a/source/games/blood/src/gameutil.cpp
+++ b/source/games/blood/src/gameutil.cpp
@@ -314,9 +314,9 @@ int HitScan(DBloodActor* actor, int z, int dx, int dy, int dz, unsigned int nMas
 
 		if (!pWall->twoSided())
 			return 0;
-		int nZCeil, nZFloor;
-		getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor);
-		if (gHitInfo.int_hitpos().Z <= nZCeil || gHitInfo.int_hitpos().Z >= nZFloor)
+		double nZCeil, nZFloor;
+		getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos.X, gHitInfo.hitpos.Y, &nZCeil, &nZFloor);
+		if (gHitInfo.hitpos.Z <= nZCeil || gHitInfo.hitpos.Z >= nZFloor)
 			return 0;
 		return 4;
 	}
@@ -412,11 +412,11 @@ int VectorScan(DBloodActor* actor, int nOffset, int nZOffset, int dx, int dy, in
 				return 0;
 			sectortype* pSector = gHitInfo.hitSector;
 			sectortype* pSectorNext = pWall->nextSector();
-			int nZCeil, nZFloor;
-			getzsofslopeptr(pWall->nextSector(), gHitInfo.int_hitpos().X, gHitInfo.int_hitpos().Y, &nZCeil, &nZFloor);
-			if (gHitInfo.int_hitpos().Z <= nZCeil)
+			double nZCeil, nZFloor;
+			getzsofslopeptr(pWall->nextSector(), gHitInfo.hitpos, &nZCeil, &nZFloor);
+			if (gHitInfo.hitpos.Z <= nZCeil)
 				return 0;
-			if (gHitInfo.int_hitpos().Z >= nZFloor)
+			if (gHitInfo.hitpos.Z >= nZFloor)
 			{
 				if (!(pSector->floorstat & CSTAT_SECTOR_SKY) || !(pSectorNext->floorstat & CSTAT_SECTOR_SKY))
 					return 0;
diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp
index b0f3d9c23..ef337a9ce 100644
--- a/source/games/blood/src/nnexts.cpp
+++ b/source/games/blood/src/nnexts.cpp
@@ -6740,7 +6740,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
 				while (auto iactor = it.Next())
 				{
 					if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
-					else if (getflorzofslopeptr(pSect, iactor->spr.pos) - kSlopeDist <= iactor->int_pos().Z)
+					else if (getflorzofslopeptrf(pSect, iactor->spr.pos) - kSlopeDist <= iactor->spr.pos.Z)
 					{
 						sprite2sectorSlope(iactor, pSect, 0, true);
 
@@ -6776,7 +6776,7 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
 				while (auto iactor = it.Next())
 				{
 					if (!(iactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR)) continue;
-					else if (getceilzofslopeptr(pSect, iactor->spr.pos) + kSlopeDist >= iactor->int_pos().Z)
+					else if (getceilzofslopeptrf(pSect, iactor->spr.pos) + kSlopeDist >= iactor->spr.pos.Z)
 					{
 						sprite2sectorSlope(iactor, pSect, 1, true);
 
@@ -6831,8 +6831,8 @@ void useSlopeChanger(DBloodActor* sourceactor, int objType, sectortype* pSect, D
 			case 1: sprite2sectorSlope(objActor, objActor->sector(), 0, flag2); break;
 			case 2: sprite2sectorSlope(objActor, objActor->sector(), 1, flag2); break;
 			case 3:
-				if (getflorzofslopeptr(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->int_pos().Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2);
-				if (getceilzofslopeptr(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->int_pos().Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2);
+				if (getflorzofslopeptrf(objActor->sector(), objActor->spr.pos) - kSlopeDist <= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 0, flag2);
+				if (getceilzofslopeptrf(objActor->sector(), objActor->spr.pos) + kSlopeDist >= objActor->spr.pos.Z) sprite2sectorSlope(objActor, objActor->sector(), 1, flag2);
 				break;
 			}
 			break;
diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp
index 53e7861aa..93bbb6461 100644
--- a/source/games/blood/src/triggers.cpp
+++ b/source/games/blood/src/triggers.cpp
@@ -947,9 +947,9 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
 		}
 		else if (pXSector->Drag)
 		{
-			int top, bottom;
+			double top, bottom;
 			GetActorExtents(actor, &top, &bottom);
-			int floorZ = getflorzofslopeptr(pSector, actor->spr.pos);
+			double floorZ = getflorzofslopeptrf(pSector, actor->spr.pos);
 			if (!(actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) && floorZ <= bottom)
 			{
 				viewBackupSpriteLoc(actor);