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Remove hack in P_GetMobjGravity for spinfire, fix the underlying issue
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2 changed files with 4 additions and 6 deletions
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@ -1439,9 +1439,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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I_Assert(!P_MobjWasRemoved(mo));
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wasflip = (mo->eflags & MFE_VERTICALFLIP) != 0;
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if (mo->type != MT_SPINFIRE) // Prevent fire trails from disappearing in reverse gravity
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mo->eflags &= ~MFE_VERTICALFLIP;
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mo->eflags &= ~MFE_VERTICALFLIP;
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if (mo->subsector->sector->ffloors) // Check for 3D floor gravity too.
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{
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@ -7673,11 +7673,9 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
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else
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ground = player->mo->floorz;
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if (cropcircle)
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ground += P_MobjFlip(player->mo);
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if (cropcircle)
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{
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ground += P_MobjFlip(player->mo);
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#define numangles 8
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#define limitangle (180/numangles)
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travelangle = player->mo->angle + P_RandomRange(-limitangle, limitangle)*ANG1;
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@ -7726,6 +7724,8 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
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flame->fuse = TICRATE*6;
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flame->destscale = player->mo->scale;
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P_SetScale(flame, player->mo->scale);
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if (!(player->mo->flags2 & MF2_OBJECTFLIP) != !(player->powers[pw_gravityboots])) // take gravity boots into account
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flame->flags2 |= MF2_OBJECTFLIP;
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flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
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if (!(gametyperules & GTR_FRIENDLY))
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{
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