diff --git a/src/info.c b/src/info.c index 0553e32d5..a5292b2de 100644 --- a/src/info.c +++ b/src/info.c @@ -4779,7 +4779,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 100, // mass 0, // damage sfx_None, // activesound - MF_SCENERY|MF_PAIN|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags + MF_SCENERY|MF_PAIN|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags S_SNAPPER_LEGRAISE // raisestate }, @@ -4806,7 +4806,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = 100, // mass 0, // damage sfx_None, // activesound - MF_PAIN|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags + MF_PAIN|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOBLOCKMAP|MF_NOGRAVITY, // flags S_NULL // raisestate }, diff --git a/src/p_enemy.c b/src/p_enemy.c index 8f150a4e4..7804465ff 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -13668,8 +13668,6 @@ void A_KillSegments(mobj_t *actor) static void P_SnapperLegPlace(mobj_t *mo) { mobj_t *seg = mo->tracer; - fixed_t x0 = mo->x; - fixed_t y0 = mo->y; angle_t a = mo->angle; angle_t fa = (a >> ANGLETOFINESHIFT) & FINEMASK; fixed_t c = FINECOSINE(fa); @@ -13684,7 +13682,7 @@ static void P_SnapperLegPlace(mobj_t *mo) fixed_t rad = mo->radius; INT32 necklen = (32*(mo->info->reactiontime - mo->reactiontime))/mo->info->reactiontime; // Not in FU - P_TeleportMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, mo->z + mo->height/3); + P_TeleportMove(seg, mo->x + FixedMul(c, rad) + necklen*c, mo->y + FixedMul(s, rad) + necklen*s, mo->z + ((mo->eflags & MFE_VERTICALFLIP) ? (((mo->height<<1)/3) - seg->height) : mo->height/3)); seg->angle = a; // Move as many legs as available. @@ -13704,13 +13702,13 @@ static void P_SnapperLegPlace(mobj_t *mo) { x = c*o2 + s*o1; y = s*o2 - c*o1; - P_TryMove(seg, x0 + x, y0 + y, true); + P_TeleportMove(seg, mo->x + x, mo->y + y, mo->z + (((mo->eflags & MFE_VERTICALFLIP) ? (mo->height - seg->height) : 0))); P_SetMobjState(seg, seg->info->raisestate); } else P_SetMobjState(seg, seg->info->spawnstate); - seg->angle = R_PointToAngle2(x0, y0, seg->x, seg->y); + seg->angle = R_PointToAngle2(mo->x, mo->y, seg->x, seg->y); seg = seg->tracer; } while (seg); @@ -13738,14 +13736,14 @@ void A_SnapperSpawn(mobj_t *actor) #endif // It spawns 1 head. - seg = P_SpawnMobj(actor->x, actor->y, actor->z, headtype); + seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, headtype); P_SetTarget(&ptr->tracer, seg); ptr = seg; // It spawns 4 legs which will be handled in the thinker function. for (i = 1; i <= 4; i++) { - seg = P_SpawnMobj(actor->x, actor->y, actor->z, legtype); + seg = P_SpawnMobjFromMobj(actor, 0, 0, 0, legtype); P_SetTarget(&ptr->tracer, seg); ptr = seg;