diff --git a/source/games/sw/src/player.cpp b/source/games/sw/src/player.cpp index 94eae3b85..5f81b9588 100644 --- a/source/games/sw/src/player.cpp +++ b/source/games/sw/src/player.cpp @@ -2815,7 +2815,7 @@ void DoPlayerJump(PLAYER* pp) } // adjust height by jump speed - pp->add_int_ppos_Z(pp->jump_speed); + pp->pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) @@ -2884,7 +2884,7 @@ void DoPlayerForceJump(PLAYER* pp) } // adjust height by jump speed - pp->add_int_ppos_Z(pp->jump_speed); + pp->pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) @@ -2968,7 +2968,7 @@ void DoPlayerFall(PLAYER* pp) pp->jump_speed = 4100; // adjust player height by jump speed - pp->add_int_ppos_Z(pp->jump_speed); + pp->pos.Z += pp->jump_speed * JUMP_FACTOR; if (pp->jump_speed > 2000) { @@ -4105,7 +4105,7 @@ void DoPlayerWarpToSurface(PLAYER* pp) DoPlayerZrange(pp); DoPlayerSetWadeDepth(pp); - pp->add_int_ppos_Z(-Z(pp->WadeDepth)); + pp->pos.Z -= pp->WadeDepth; pp->opos = pp->pos; @@ -5200,7 +5200,7 @@ void DoPlayerDeathJump(PLAYER* pp) } // adjust height by jump speed - pp->add_int_ppos_Z(pp->jump_speed); + pp->pos.Z += pp->jump_speed * JUMP_FACTOR; // if player gets to close the ceiling while jumping //if (pp->posz < pp->hiz + Z(4)) @@ -5232,7 +5232,7 @@ void DoPlayerDeathFall(PLAYER* pp) pp->jump_speed += PLAYER_DEATH_GRAV; // adjust player height by jump speed - pp->add_int_ppos_Z(pp->jump_speed); + pp->pos.Z += pp->jump_speed * JUMP_FACTOR; if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK)) {