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- Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to shift the Z position by. This is, naturally, always 0. SVN r3510 (trunk)
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1 changed files with 5 additions and 2 deletions
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@ -2467,9 +2467,9 @@ void P_NightmareRespawn (AActor *mobj)
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mo = AActor::StaticSpawn(RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE, true);
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if (z == ONFLOORZ)
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mo->z += mo->SpawnPoint[2];
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mo->z += mobj->SpawnPoint[2];
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else if (z == ONCEILINGZ)
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mo->z -= mo->SpawnPoint[2];
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mo->z -= mobj->SpawnPoint[2];
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// something is occupying its position?
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if (!P_TestMobjLocation (mo))
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@ -2480,6 +2480,9 @@ void P_NightmareRespawn (AActor *mobj)
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return; // no respawn
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}
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// If there are 3D floors, we need to find floor/ceiling again.
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P_FindFloorCeiling(mo);
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z = mo->z;
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// inherit attributes from deceased one
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