diff --git a/src/p_polyobj.c b/src/p_polyobj.c index cd63f4509cbd0c792054d837186a8c089acdcaa3..9d293a57550315b1668d13f1773a95dbd077d1b5 100644 --- a/src/p_polyobj.c +++ b/src/p_polyobj.c @@ -1039,7 +1039,7 @@ static boolean Polyobj_moveXY(polyobj_t *po, fixed_t x, fixed_t y, boolean check // The formula for this can be found here: // http://www.inversereality.org/tutorials/graphics%20programming/2dtransformations.html // It is, of course, just a vector-matrix multiplication. -static inline void Polyobj_rotatePoint(vertex_t *v, const vertex_t *c, angle_t ang) +static inline void Polyobj_rotatePoint(vertex_t *v, const vector2_t *c, angle_t ang) { vertex_t tmp = *v; @@ -1092,7 +1092,7 @@ static void Polyobj_rotateLine(line_t *ld) } // Causes objects resting on top of the rotating polyobject to 'ride' with its movement. -static void Polyobj_rotateThings(polyobj_t *po, vertex_t origin, angle_t delta, UINT8 turnthings) +static void Polyobj_rotateThings(polyobj_t *po, vector2_t origin, angle_t delta, UINT8 turnthings) { static INT32 pomovecount = 10000; INT32 x, y; @@ -1172,7 +1172,7 @@ static boolean Polyobj_rotate(polyobj_t *po, angle_t delta, UINT8 turnthings, bo { size_t i; angle_t angle; - vertex_t origin; + vector2_t origin; INT32 hitflags = 0; // don't move bad polyobjects