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Adapt some more player spawning stuff to UDMF
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parent
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commit
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3 changed files with 3 additions and 3 deletions
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@ -2212,7 +2212,7 @@ void G_AddGhost(char *defdemoname)
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gh->mo->angle = FixedAngle(mthing->angle << FRACBITS);
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gh->mo->angle = FixedAngle(mthing->angle << FRACBITS);
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f = gh->mo->floorz;
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f = gh->mo->floorz;
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c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height;
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c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height;
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if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP))
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if (!!(mthing->args[0]) ^ !!(mthing->options & MTF_OBJECTFLIP))
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{
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{
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z = c - offset;
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z = c - offset;
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if (z < f)
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if (z < f)
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@ -539,7 +539,7 @@ void Command_Teleport_f(void)
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// Flagging a player's ambush will make them start on the ceiling
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// Flagging a player's ambush will make them start on the ceiling
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// Objectflip inverts
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// Objectflip inverts
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if (!!(mt->options & MTF_AMBUSH) ^ !!(mt->options & MTF_OBJECTFLIP))
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if (!!(mt->args[0]) ^ !!(mt->options & MTF_OBJECTFLIP))
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intz = ss->sector->ceilingheight - p->mo->height - offset;
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intz = ss->sector->ceilingheight - p->mo->height - offset;
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else
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else
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intz = ss->sector->floorheight + offset;
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intz = ss->sector->floorheight + offset;
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@ -11652,7 +11652,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
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mobj->eflags |= MFE_VERTICALFLIP;
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mobj->eflags |= MFE_VERTICALFLIP;
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mobj->flags2 |= MF2_OBJECTFLIP;
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mobj->flags2 |= MF2_OBJECTFLIP;
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}
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}
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if (mthing->options & MTF_AMBUSH)
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if (mthing->args[0])
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P_SetPlayerMobjState(mobj, S_PLAY_FALL);
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P_SetPlayerMobjState(mobj, S_PLAY_FALL);
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else if (metalrecording)
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else if (metalrecording)
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P_SetPlayerMobjState(mobj, S_PLAY_WAIT);
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P_SetPlayerMobjState(mobj, S_PLAY_WAIT);
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