- let's make some use of AActor::Pos and get rid of some of those X() and Y() calls...
- restore proper actor.h file.
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18 changed files with 81 additions and 66 deletions
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@ -2547,8 +2547,8 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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if (testsec)
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{
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fixed_t zdist1, zdist2;
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if (P_Find3DFloor(testsec, corpsehit->X(), corpsehit->Y(), corpsehit->Z(), false, true, zdist1)
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!= P_Find3DFloor(testsec, self->X(), self->Y(), self->Z(), false, true, zdist2))
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if (P_Find3DFloor(testsec, corpsehit->Pos(), false, true, zdist1)
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!= P_Find3DFloor(testsec, self->Pos(), false, true, zdist2))
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{
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// Not on same floor
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if (vilesec == corpsec || abs(zdist1 - self->Z()) > self->height)
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@ -2565,7 +2565,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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corpsehit->flags |= MF_SOLID;
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corpsehit->height = corpsehit->GetDefault()->height;
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bool check = P_CheckPosition(corpsehit, corpsehit->X(), corpsehit->Y());
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bool check = P_CheckPosition(corpsehit, corpsehit->Pos());
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corpsehit->flags = oldflags;
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corpsehit->radius = oldradius;
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corpsehit->height = oldheight;
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