diff --git a/source/games/sw/src/weapon.cpp b/source/games/sw/src/weapon.cpp index bd8aa6f8b..bbb2fdb42 100644 --- a/source/games/sw/src/weapon.cpp +++ b/source/games/sw/src/weapon.cpp @@ -12747,7 +12747,6 @@ int InitShotgun(PLAYER* pp) int InitLaser(PLAYER* pp) { DSWActor* actor = pp->actor; - int nx, ny, nz; DoPlayerBeginRecoil(pp, RAIL_RECOIL_AMT); PlayerUpdateAmmo(pp, actor->user.WeaponNum, -1); @@ -12756,16 +12755,12 @@ int InitLaser(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->int_ppos().X; - ny = pp->int_ppos().Y; - - nz = pp->int_ppos().Z + pp->int_bob_z() + Z(8); + auto pos = pp->pos.plusZ(pp->bob_z + 8); // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, - nx, ny, nz, pp->angle.ang.Buildang(), 300); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R0, s_Laser, pp->cursector, pos, pp->angle.ang, 300); actorNew->spr.hitag = LUMINOUS; //Always full brightness SetOwner(pp->actor, actorNew); @@ -12856,16 +12851,12 @@ int InitRail(PLAYER* pp) if (!pp->insector()) return 0; - nx = pp->int_ppos().X; - ny = pp->int_ppos().Y; - - nz = pp->int_ppos().Z + pp->int_bob_z() + Z(11); + auto pos = pp->pos.plusZ(pp->bob_z + 11); // Spawn a shot // Inserting and setting up variables - auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, - nx, ny, nz, pp->angle.ang.Buildang(), 1200); + auto actorNew = SpawnActor(STAT_MISSILE, BOLT_THINMAN_R1, &s_Rail[0][0], pp->cursector, pos, pp->angle.ang, 1200); SetOwner(pp->actor, actorNew);