diff --git a/source/games/blood/src/gameutil.h b/source/games/blood/src/gameutil.h index 17226df7e..d63cb39bf 100644 --- a/source/games/blood/src/gameutil.h +++ b/source/games/blood/src/gameutil.h @@ -47,11 +47,7 @@ inline int HitScan_(DBloodActor* pSprite, double z, int dx, int dy, int dz, unsi { return HitScan(pSprite, z, DVector3(dx, dy, dz) * inttoworld, nMask, a8); } -[[deprecated]] -inline int HitScan_(DBloodActor* pSprite, double z, const DVector3& pos, unsigned int nMask, int a8) -{ - return HitScan(pSprite, z, pos, nMask, a8); -} + int VectorScan(DBloodActor* pSprite, double nOffset, double nZOffset, const DVector3& vel, double nRange, int ac); void GetZRange(DBloodActor* pSprite, double* ceilZ, Collision* ceilHit, double* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0); diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index ab5f1b249..74f9e13d8 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1420,7 +1420,7 @@ int ActionScan(PLAYER* pPlayer, HitInfo* out) auto plActor = pPlayer->actor; *out = {}; auto pos = DVector3(plActor->spr.angle.ToVector() * 1024., pPlayer->slope * inttoworld); - int hit = HitScan_(pPlayer->actor, pPlayer->zView, pos, 0x10000040, 128); + int hit = HitScan(pPlayer->actor, pPlayer->zView, pos, 0x10000040, 128); double hitDist = (plActor->spr.pos.XY() - gHitInfo.hitpos.XY()).Length(); if (hitDist < 64) {