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https://git.do.srb2.org/STJr/SRB2.git
synced 2025-03-24 03:32:22 +00:00
Move mobj spawn Z calculating to a separate function.
This commit is contained in:
parent
3dfa526eea
commit
8466dc5813
2 changed files with 79 additions and 108 deletions
181
src/p_mobj.c
181
src/p_mobj.c
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@ -11550,6 +11550,80 @@ void P_MovePlayerToStarpost(INT32 playernum)
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mapthing_t *huntemeralds[MAXHUNTEMERALDS];
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INT32 numhuntemeralds;
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static fixed_t GetMobjSpawnHeight (const mobjtype_t i, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
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{
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subsector_t *ss = R_PointInSubsector(x, y);
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fixed_t z;
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fixed_t extraoffset = 0;
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fixed_t heightoffset = 0;
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boolean flip;
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switch (i)
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{
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// Bumpers never spawn flipped.
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case MT_NIGHTSBUMPER:
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flip = false;
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break;
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// Axis objects snap to the floor.
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case MT_AXIS:
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case MT_AXISTRANSFER:
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case MT_AXISTRANSFERLINE:
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return ONFLOORZ;
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// Objects with a non-zero default height.
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case MT_CRAWLACOMMANDER:
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case MT_DETON:
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case MT_JETTBOMBER:
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case MT_JETTGUNNER:
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case MT_EGGMOBILE2:
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heightoffset = mthing->z ? 0 : 33*FRACUNIT;
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goto atend;
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case MT_EGGMOBILE:
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heightoffset = mthing->z ? 0 : 128*FRACUNIT;
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goto atend;
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case MT_GOLDBUZZ:
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case MT_REDBUZZ:
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heightoffset = mthing->z ? 0 : 288*FRACUNIT;
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goto atend;
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// Ring-like items, may float additional units with MTF_AMBUSH.
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case MT_SPIKEBALL:
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case MT_EMERALDSPAWN:
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case MT_TOKEN:
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case MT_EMBLEM:
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weaponfloat:
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flip = mthing->options & MTF_OBJECTFLIP;
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extraoffset = mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
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heightoffset = mthing->z*FRACUNIT;
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break;
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// Remaining objects.
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default:
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if (P_WeaponOrPanel(i))
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goto weaponfloat; // Ring-like items don't use MF_SPAWNCEILING to consider flips.
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atend:
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heightoffset = mthing->z*FRACUNIT;
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flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
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}
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// Establish height.
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if (flip)
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return (
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#ifdef ESLOPE
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ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
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#endif
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ss->sector->ceilingheight) - extraoffset - mobjinfo[i].height;
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else
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return (
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
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#endif
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ss->sector->floorheight) + extraoffset + heightoffset;
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}
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//
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// P_SpawnMapThing
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// The fields of the mapthing should
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@ -11560,7 +11634,6 @@ void P_SpawnMapThing(mapthing_t *mthing)
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mobjtype_t i;
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mobj_t *mobj;
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fixed_t x, y, z;
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subsector_t *ss;
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boolean doangle = true;
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if (!mthing->type)
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@ -11685,13 +11758,6 @@ You should think about modifying the deathmatch starts to take full advantage of
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if (gametype != GT_COOP)
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return;
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ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS);
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mthing->z = (INT16)(((
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, mthing->x << FRACBITS, mthing->y << FRACBITS) :
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#endif
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ss->sector->floorheight)>>FRACBITS) + (mthing->options >> ZSHIFT));
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if (numhuntemeralds < MAXHUNTEMERALDS)
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huntemeralds[numhuntemeralds++] = mthing;
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return;
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@ -11820,102 +11886,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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// spawn it
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x = mthing->x << FRACBITS;
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y = mthing->y << FRACBITS;
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ss = R_PointInSubsector(x, y);
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if (i == MT_NIGHTSBUMPER)
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z = (
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
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#endif
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ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS);
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else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
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z = ONFLOORZ;
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else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN || i == MT_EMBLEM)
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{
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if (mthing->options & MTF_OBJECTFLIP)
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{
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z = (
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#ifdef ESLOPE
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ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
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#endif
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ss->sector->ceilingheight);
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if (mthing->options & MTF_AMBUSH) // Special flag for rings
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z -= 24*FRACUNIT;
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if (mthing->options >> ZSHIFT)
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z -= (mthing->options >> ZSHIFT)*FRACUNIT;
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z -= mobjinfo[i].height; //Don't forget the height!
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}
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else
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{
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z = (
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
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#endif
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ss->sector->floorheight);
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if (mthing->options & MTF_AMBUSH) // Special flag for rings
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z += 24*FRACUNIT;
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if (mthing->options >> ZSHIFT)
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z += (mthing->options >> ZSHIFT)*FRACUNIT;
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}
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if (z == ONFLOORZ)
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mthing->z = 0;
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else
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mthing->z = (INT16)(z>>FRACBITS);
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}
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else
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{
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fixed_t offset = 0;
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boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
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// base positions
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if (flip)
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z = (
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#ifdef ESLOPE
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ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
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#endif
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ss->sector->ceilingheight) - mobjinfo[i].height;
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else
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z = (
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
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#endif
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ss->sector->floorheight);
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// offsetting
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if (mthing->options >> ZSHIFT)
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offset = ((mthing->options >> ZSHIFT) << FRACBITS);
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else if (i == MT_CRAWLACOMMANDER || i == MT_DETON || i == MT_JETTBOMBER || i == MT_JETTGUNNER || i == MT_EGGMOBILE2)
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offset = 33*FRACUNIT;
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else if (i == MT_EGGMOBILE)
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offset = 128*FRACUNIT;
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else if (i == MT_GOLDBUZZ || i == MT_REDBUZZ)
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offset = 288*FRACUNIT;
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// applying offsets! (if any)
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if (flip)
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{
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if (offset)
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z -= offset;
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else
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z = ONCEILINGZ;
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}
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else
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{
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if (offset)
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z += offset;
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else
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z = ONFLOORZ;
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}
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if (z == ONFLOORZ)
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mthing->z = 0;
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else
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mthing->z = (INT16)(z>>FRACBITS);
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}
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z = GetMobjSpawnHeight(i, mthing, x, y);
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mobj = P_SpawnMobj(x, y, z, i);
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mobj->spawnpoint = mthing;
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@ -12019,7 +11990,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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if (mthing->angle)
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mobj->health = mthing->angle;
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else
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mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
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mobj->health = FixedMul(mobj->subsector->sector->ceilingheight - mobj->subsector->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
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break;
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case MT_METALSONIC_RACE:
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case MT_METALSONIC_BATTLE:
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@ -1025,10 +1025,10 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
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mt->type &= 4095;
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if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo)) // NiGHTS Hoops
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mt->z = mthing->options;
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if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo))
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mt->z = mt->options; // NiGHTS Hoops use the full flags bits to set the height.
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else
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mt->z = mthing->options >> ZSHIFT;
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mt->z = mt->options >> ZSHIFT;
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}
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}
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