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Fix it the right way!
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1 changed files with 8 additions and 5 deletions
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@ -2329,9 +2329,12 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
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if (mo->player && mo->player->pflags & PF_GODMODE)
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return false;
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if (((mo->z <= mo->subsector->sector->floorheight
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fixed_t sectorFloor = P_GetSectorFloorZAt(mo->subsector->sector, mo->x, mo->y);
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fixed_t sectorCeiling = P_GetSectorCeilingZAt(mo->subsector->sector, mo->x, mo->y);
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if (((mo->z <= sectorFloor
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&& ((mo->subsector->sector->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->subsector->sector->flags & MSF_FLIPSPECIAL_FLOOR))
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|| (mo->z + mo->height >= mo->subsector->sector->ceilingheight
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|| (mo->z + mo->height >= sectorCeiling
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&& ((mo->subsector->sector->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->subsector->sector->flags & MSF_FLIPSPECIAL_CEILING)))
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&& (mo->subsector->sector->damagetype == SD_DEATHPITTILT
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|| mo->subsector->sector->damagetype == SD_DEATHPITNOTILT))
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