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fix spike ring catapult
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@ -1144,7 +1144,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
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}
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// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
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if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID)
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if (tmthing->type == MT_SPIKE && (thing->flags & MF_SOLID) && (tmthing->flags & MF_SOLID))
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{
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if (thing->z > tmthing->z + tmthing->height)
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return true; // overhead
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