Adapt some more player spawning stuff to UDMF

This commit is contained in:
MascaraSnake 2021-12-26 21:11:24 +01:00
parent ea6fe56df6
commit 8535b595d6
3 changed files with 3 additions and 3 deletions

View file

@ -2212,7 +2212,7 @@ void G_AddGhost(char *defdemoname)
gh->mo->angle = FixedAngle(mthing->angle << FRACBITS);
f = gh->mo->floorz;
c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height;
if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
if (!!(mthing->args[0]) ^ !!(mthing->options & MTF_OBJECTFLIP))
{
z = c - offset;
if (z < f)

View file

@ -539,7 +539,7 @@ void Command_Teleport_f(void)
// Flagging a player's ambush will make them start on the ceiling
// Objectflip inverts
if (!!(mt->options & MTF_AMBUSH) ^ !!(mt->options & MTF_OBJECTFLIP))
if (!!(mt->args[0]) ^ !!(mt->options & MTF_OBJECTFLIP))
intz = ss->sector->ceilingheight - p->mo->height - offset;
else
intz = ss->sector->floorheight + offset;

View file

@ -11652,7 +11652,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
mobj->eflags |= MFE_VERTICALFLIP;
mobj->flags2 |= MF2_OBJECTFLIP;
}
if (mthing->options & MTF_AMBUSH)
if (mthing->args[0])
P_SetPlayerMobjState(mobj, S_PLAY_FALL);
else if (metalrecording)
P_SetPlayerMobjState(mobj, S_PLAY_WAIT);