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update floorz on spike spawn
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@ -12975,7 +12975,10 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
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P_SetMobjState(mobj, mobj->info->meleestate);
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}
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else
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{
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mobj->floorz = mobj->z;
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mobj->flags |= MF_NOTHINK;
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}
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// no collision for spikes if the ambush flag is checked
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if ((mthing->options & MTF_AMBUSH) || metalrecording)
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{
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