Merge branch 'fix-mobj-flag-fumblings' into 'next'

Fix Mobj Flag Fumblings

See merge request STJr/SRB2!2107
This commit is contained in:
Monster Iestyn 2023-08-15 16:12:24 +00:00
commit 3eaa365706
2 changed files with 3 additions and 3 deletions

View file

@ -9228,7 +9228,7 @@ static void P_DragonbomberThink(mobj_t *mobj)
else
{
fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
fixed_t z = mobj->target->z + (mobj->height >> 1) + (mobj->flags & MFE_VERTICALFLIP ? -128*mobj->scale : 128*mobj->scale + mobj->target->height);
fixed_t z = mobj->target->z + (mobj->height >> 1) + (mobj->eflags & MFE_VERTICALFLIP ? -128*mobj->scale : (128*mobj->scale + mobj->target->height));
angle_t diff = R_PointToAngle2(mobj->x, mobj->y, mobj->target->x, mobj->target->y) - mobj->angle;
if (diff > ANGLE_180)
mobj->angle -= DRAGONTURNSPEED;

View file

@ -2005,7 +2005,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
ghost->standingslope = mobj->standingslope;
if (mobj->flags2 & MF2_OBJECTFLIP)
ghost->flags |= MF2_OBJECTFLIP;
ghost->flags2 |= MF2_OBJECTFLIP;
if (mobj->player && mobj->player->followmobj)
{
@ -11507,7 +11507,7 @@ static void P_DoMetalJetFume(player_t *player, mobj_t *fume)
}
fume->movecount = dashmode; // keeps track of previous dashmode value so we know whether Metal is entering or leaving it
fume->eflags = (fume->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP); // Make sure to flip in reverse gravity!
fume->flags2 = (fume->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP); // Make sure to flip in reverse gravity!
fume->eflags = (fume->eflags & ~MFE_VERTICALFLIP) | (mo->eflags & MFE_VERTICALFLIP); // Make sure to flip in reverse gravity!
// Finally, set its position