diff --git a/source/games/blood/src/actor.h b/source/games/blood/src/actor.h index 9b5e93711..46dc5cc4a 100644 --- a/source/games/blood/src/actor.h +++ b/source/games/blood/src/actor.h @@ -213,7 +213,7 @@ void TreeToGibCallback(int, int); bool IsUnderwaterSector(sectortype* pSector); void actInit(); int actWallBounceVector(int *x, int *y, walltype* pWall, int a4); -int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5); +int actFloorBounceVector(int *x, int *y, int *z, sectortype* pSector, int a5); void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11); DBloodActor *actDropObject(DBloodActor *pSprite, int nType); bool actHealDude(DBloodActor* pXDude, int a2, int a3); diff --git a/source/games/blood/src/fx.cpp b/source/games/blood/src/fx.cpp index 5a2f77c14..66cbc326f 100644 --- a/source/games/blood/src/fx.cpp +++ b/source/games/blood/src/fx.cpp @@ -258,8 +258,8 @@ void fxSpawnBlood(DBloodActor *actor, int ) spritetype* pSprite = &actor->s(); if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors) return; - int nSector = pSprite->sectnum; - if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector)) + auto pSector = pSprite->sector(); + if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &pSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; @@ -279,8 +279,8 @@ void fxSpawnPodStuff(DBloodActor* actor, int ) auto pSprite = &actor->s(); if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors) return; - int nSector = pSprite->sectnum; - if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector)) + auto pSector = pSprite->sector(); + if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &pSector)) return; if (adult_lockout && gGameOptions.nGameType <= 0) return;