diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 291f51a946..2a26d7ef0f 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -4795,10 +4795,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position) // Set various UDMF options if (mthing->alpha != -1) - { - DPrintf("Setting alpha to %f", FIXED2FLOAT(mthing->alpha)); mobj->alpha = mthing->alpha; - } if (mthing->RenderStyle != STYLE_Count) mobj->RenderStyle = (ERenderStyle)mthing->RenderStyle; if (mthing->scaleX) diff --git a/src/p_setup.cpp b/src/p_setup.cpp index 315da4ffcc..77b9b077b7 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -1764,6 +1764,9 @@ void P_LoadThings (MapData * map) mti[i].Conversation = 0; mti[i].SkillFilter = MakeSkill(flags); mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes + mti[i].RenderStyle = STYLE_Count; + mti[i].alpha = -1; + mti[i].health = 1; flags &= ~MTF_SKILLMASK; mti[i].flags = (short)((flags & 0xf) | 0x7e0); if (gameinfo.gametype == GAME_Strife) @@ -1837,6 +1840,10 @@ void P_LoadThings2 (MapData * map) mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK); mti[i].Conversation = 0; mti[i].gravity = FRACUNIT; + mti[i].RenderStyle = STYLE_Count; + mti[i].alpha = -1; + mti[i].health = 1; + mti[i].fillcolor = mti[i].scaleX = mti[i].scaleY = mti[i].score = 0; } delete[] mtp; }