diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index c67bf4caa..a9b03c1fa 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -418,7 +418,7 @@ static tspritetype* viewAddEffect(tspriteArray& tsprites, int nTSprite, VIEW_EFF pNSprite->pos = { pTSprite->pos.X, pTSprite->pos.Y, pSector->ceilingz }; pNSprite->picnum = 624; - pNSprite->shade = ((pTSprite->int_pos().Z - pSector->int_ceilingz()) >> 8) - 64; + pNSprite->shade = int(pTSprite->pos.Z - pSector->ceilingz) - 64; pNSprite->pal = 2; pNSprite->xrepeat = pNSprite->yrepeat = 64; pNSprite->cstat |= CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_ALIGNMENT_FLOOR | CSTAT_SPRITE_YFLIP | CSTAT_SPRITE_TRANSLUCENT; diff --git a/source/games/blood/src/gib.cpp b/source/games/blood/src/gib.cpp index 4857b7688..7025cc387 100644 --- a/source/games/blood/src/gib.cpp +++ b/source/games/blood/src/gib.cpp @@ -312,7 +312,7 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel) default: if (dz2 < dz1 && dz2 < 0x400) { - pFX->set_int_bvel_z(0); + pFX->vel.Z = 0; } else if (dz2 > dz1 && dz1 < 0x400) { diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index b8080fecc..f75bc64d5 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -3507,7 +3507,7 @@ void useSpriteDamager(DBloodActor* sourceactor, int objType, sectortype* targSec { sectortype* pSector = sourceactor->sector(); - int top, bottom; + double top, bottom; bool floor, ceil, wall, enter; switch (objType) @@ -3518,8 +3518,8 @@ void useSpriteDamager(DBloodActor* sourceactor, int objType, sectortype* targSec case OBJ_SECTOR: { GetActorExtents(sourceactor, &top, &bottom); - floor = (bottom >= pSector->int_floorz()); - ceil = (top <= pSector->int_ceilingz()); + floor = (bottom >= pSector->floorz); + ceil = (top <= pSector->ceilingz); wall = (sourceactor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL); enter = (!floor && !ceil && !wall); BloodSectIterator it(targSect);