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- fixed: AActor::SpawnPoint[2] must store the actor's height above the sector's floor, not above floorz. floorz will represent the current floor the actor is standing on, which may be a 3D floor or a 3D midtexture, but both respawn functions which use this value work from the actual sector floor.
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@ -4084,7 +4084,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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}
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else
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{
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actor->SpawnPoint[2] = (actor->Z() - actor->floorz);
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actor->SpawnPoint[2] = (actor->Z() - actor->Sector->floorplane.ZatPoint(actor));
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}
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if (actor->FloatBobPhase == (BYTE)-1) actor->FloatBobPhase = rng(); // Don't make everything bob in sync (unless deliberately told to do)
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