position -> mPosition

This commit is contained in:
elijah-thomas774
2025-09-16 20:38:42 -04:00
parent 795183d928
commit bc2d023115
74 changed files with 337 additions and 341 deletions
+2 -2
View File
@@ -1250,7 +1250,7 @@ void dWaterEffect_c::execute(f32 water, f32 ground) {
if (b) {
if (!mIsInWater) {
mIsInWater = true;
mVec3_c pos(ac->position.x, water, ac->position.z);
mVec3_c pos(ac->mPosition.x, water, ac->mPosition.z);
mVec3_c scale(mScale, mScale, mScale);
if (mIsSmall || water - ground < 50.0f) {
// For small objects or shallow water, create a
@@ -1270,7 +1270,7 @@ void dWaterEffect_c::execute(f32 water, f32 ground) {
if (mIsInWater && getActorCeilPos(ac) > water) {
// Spawn effect while in water
mVec3_c pos(ac->position.x, water, ac->position.z);
mVec3_c pos(ac->mPosition.x, water, ac->mPosition.z);
mVec3_c scale(mScale, mScale, mScale);
mEff.createContinuousEffect(PARTICLE_RESOURCE_ID_MAPPING_127_, pos, nullptr, &scale, nullptr, nullptr);
f32 rate = nw4r::math::FAbs(ac->forwardSpeed) * 0.02f;