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Fix Elemental stomp's flames while Gravity Boots are active
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2 changed files with 3 additions and 2 deletions
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@ -1440,7 +1440,7 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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wasflip = (mo->eflags & MFE_VERTICALFLIP) != 0;
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if (mo->type != MT_SPINFIRE)
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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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if (mo->subsector->sector->ffloors) // Check for 3D floor gravity too.
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@ -7690,7 +7690,8 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
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flame->fuse = TICRATE*7; // takes about an extra second to hit the ground
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flame->destscale = player->mo->scale;
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P_SetScale(flame, player->mo->scale);
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flame->flags2 = (flame->flags2 & ~MF2_OBJECTFLIP)|(player->mo->flags2 & MF2_OBJECTFLIP);
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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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P_InstaThrust(flame, flame->angle, FixedMul(3*FRACUNIT, flame->scale));
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P_SetObjectMomZ(flame, 3*FRACUNIT, false);
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