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- do not let P_AdjustFloorCeil use the return from P_CheckPosition if floorz is greater than ceilingz.
This can only happen if some thing gets placed somewhere it doesn't physically fit in and as a result of the floor move would be pushed into an even more invalid place. See https://forum.zdoom.org/viewtopic.php?f=2&t=56764
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@ -5884,7 +5884,10 @@ bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
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}
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bool isgood = P_CheckPosition(thing, thing->Pos(), tm);
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if (!(thing->flags4 & MF4_ACTLIKEBRIDGE))
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// This is essentially utterly broken because it even uses the return from a failed P_CheckPosition but the entire logic will break down if that isn't done.
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// However, if tm.floorz is greater than tm.ceilingz we have a real problem that needs to be dealt with exolicitly.
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if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && tm.floorz <= tm.ceilingz)
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{
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thing->floorz = tm.floorz;
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thing->ceilingz = tm.ceilingz;
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