From 953c7e4ed61c2899ccac3a9cb82d436ecfe76bee Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Sat, 11 Dec 2021 12:59:46 +1100 Subject: [PATCH] - Blood: Fix some collision issues found following refactoring. * Originating from 9a2ca3f392e29fe8df4167c271a7b04ab5e8959c "- use refactored Collision struct and clipmove in Blood, too.". --- source/games/blood/src/actor.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 3e08298de..de2b7f9c0 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4313,7 +4313,7 @@ static void checkHit(DBloodActor* actor) auto pSprite = &actor->s(); auto pXSprite = actor->hasX() ? &actor->x() : nullptr; - const auto& coll = actor->hit.ceilhit; + const auto& coll = actor->hit.hit; switch (coll.type) { case kHitWall: @@ -4386,7 +4386,7 @@ static void checkFloorHit(DBloodActor* actor) { auto pSprite = &actor->s(); - const auto& coll = actor->hit.ceilhit; + const auto& coll = actor->hit.florhit; switch (coll.type) { case kHitWall: @@ -4541,7 +4541,7 @@ static void ProcessTouchObjects(DBloodActor* actor) } // Touch walls - const auto& coll = actor->hit.ceilhit; + const auto& coll = actor->hit.hit; walltype* pHWall = nullptr; if (coll.type == kHitWall) {