extern float multiplier;
extern float gravity;
extern Terrain terrain;
-extern Objects objects;
extern int detail;
extern XYZ viewerfacing;
extern int bloodtoggle;
start = sprites[i]->oldposition;
end = sprites[i]->position;
if (!spritehit)
- if (objects.model[k].LineCheck(&start, &end, &colpoint, &objects.position[k], &objects.yaw[k]) != -1) {
+ if (Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw) != -1) {
if (detail == 2 || (detail == 1 && abs(Random() % 4) == 0) || (detail == 0 && abs(Random() % 8) == 0))
- objects.model[k].MakeDecal(blooddecalfast, DoRotation(colpoint - objects.position[k], 0, -objects.yaw[k], 0), sprites[i]->size * 1.6, .5, Random() % 360);
+ Object::objects[k]->model.MakeDecal(blooddecalfast, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), sprites[i]->size * 1.6, .5, Random() % 360);
DeleteSprite(i);
spritehit = 1;
}