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Fix saloon doors not letting players through when marked with the Ambush flag
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2 changed files with 3 additions and 3 deletions
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@ -14248,7 +14248,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
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fixed_t c = FINECOSINE(fa)*locvar2;
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fixed_t s = FINESINE(fa)*locvar2;
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mobj_t *door;
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mobjflag2_t ambush = (actor->flags & MF2_AMBUSH);
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mobjflag2_t ambush = (actor->flags2 & MF2_AMBUSH);
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_SaloonDoorSpawn", actor))
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@ -995,7 +995,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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if (thing->type == MT_SALOONDOOR && tmthing->player)
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{
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mobj_t *ref = (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)) ? tmthing->tracer : tmthing;
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if ((thing->flags & MF2_AMBUSH) || ref != tmthing)
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if ((thing->flags2 & MF2_AMBUSH) || ref != tmthing)
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{
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fixed_t dm = min(FixedHypot(ref->momx, ref->momy), 16*FRACUNIT);
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angle_t ang = R_PointToAngle2(0, 0, ref->momx, ref->momy) - thing->angle;
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@ -1008,7 +1008,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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if (thing->type == MT_SALOONDOORCENTER && tmthing->player)
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{
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if ((thing->flags & MF2_AMBUSH) || (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)))
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if ((thing->flags2 & MF2_AMBUSH) || (tmthing->player->powers[pw_carry] == CR_MINECART && tmthing->tracer && !P_MobjWasRemoved(tmthing->tracer)))
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return true;
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}
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