diff --git a/src/g_heretic/a_dsparil.cpp b/src/g_heretic/a_dsparil.cpp
index a978f3097..124cb1403 100644
--- a/src/g_heretic/a_dsparil.cpp
+++ b/src/g_heretic/a_dsparil.cpp
@@ -287,8 +287,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
 			self->SetState (self->FindState(NAME_Death));
 			self->flags &= ~MF_MISSILE;
 			mo->master = self->target;
-			// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
-			Spawn<ATeleportFog> (self->Pos(), ALLOW_REPLACE);
+			P_SpawnTeleportFog(self, self->Pos(), false, true);
 		}
 	}
 	return 0;
diff --git a/src/g_heretic/a_hereticmisc.cpp b/src/g_heretic/a_hereticmisc.cpp
index c8a330536..95c2ae6d0 100644
--- a/src/g_heretic/a_hereticmisc.cpp
+++ b/src/g_heretic/a_hereticmisc.cpp
@@ -17,6 +17,7 @@
 #include "farchive.h"
 #include "d_player.h"
 #include "a_morph.h"
+#include "p_spec.h"
 
 // Include all the other Heretic stuff here to reduce compile time
 #include "a_chicken.cpp"
diff --git a/src/g_strife/a_rebels.cpp b/src/g_strife/a_rebels.cpp
index dd5267c60..f2031a7a3 100644
--- a/src/g_strife/a_rebels.cpp
+++ b/src/g_strife/a_rebels.cpp
@@ -115,7 +115,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
 
 	rebel->SetState (rebel->SeeState);
 	rebel->Angles.Yaw = self->Angles.Yaw;
-	Spawn<ATeleportFog> (rebel->Vec3Angle(20., self->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
+	P_SpawnTeleportFog(rebel, rebel->Vec3Angle(20., self->Angles.Yaw, 0), false, true);
 	if (--self->health < 0)
 	{
 		self->SetState(self->FindState(NAME_Death));
diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp
index 97167f245..21455207b 100644
--- a/src/p_mobj.cpp
+++ b/src/p_mobj.cpp
@@ -2789,10 +2789,10 @@ void P_NightmareRespawn (AActor *mobj)
 	mo->Prev.Z = z;		// Do not interpolate Z position if we changed it since spawning.
 
 	// spawn a teleport fog at old spot because of removal of the body?
-	P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
+	P_SpawnTeleportFog(mobj, mobj->Pos(), true, true);
 
 	// spawn a teleport fog at the new spot
-	P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z + TELEFOGHEIGHT), false, true);
+	P_SpawnTeleportFog(mobj, DVector3(mobj->SpawnPoint, z), false, true);
 
 	// remove the old monster
 	mobj->Destroy ();
@@ -4685,7 +4685,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
 
 	if (multiplayer)
 	{
-		Spawn ("TeleportFog", mobj->Vec3Angle(20., mobj->Angles.Yaw, TELEFOGHEIGHT), ALLOW_REPLACE);
+		P_SpawnTeleportFog(mobj, mobj->Vec3Angle(20., mobj->Angles.Yaw, 0.), false, true);
 	}
 
 	// "Fix" for one of the starts on exec.wad MAP01: If you start inside the ceiling,
diff --git a/src/p_teleport.cpp b/src/p_teleport.cpp
index a3dbd0899..f65e2f402 100644
--- a/src/p_teleport.cpp
+++ b/src/p_teleport.cpp
@@ -88,7 +88,8 @@ void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool
 	}
 	else
 	{
-		mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), pos, ALLOW_REPLACE);
+		double fogDelta = mobj->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
+		mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), DVector3(pos, pos.Z + fogDelta), ALLOW_REPLACE);
 	}
 
 	if (mo != NULL && setTarget)
@@ -191,10 +192,9 @@ bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
 	{
 		if (!predicting)
 		{
-			double fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
 			DVector2 vector = angle.ToVector(20);
 			DVector2 fogpos = P_GetOffsetPosition(pos.X, pos.Y, vector.X, vector.Y);
-			P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z() + fogDelta), false, true);
+			P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z()), false, true);
 
 		}
 		if (thing->player)
diff --git a/src/p_things.cpp b/src/p_things.cpp
index 374be69d6..98826268c 100644
--- a/src/p_things.cpp
+++ b/src/p_things.cpp
@@ -98,7 +98,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, DAngle angle, bool fog, i
 				mobj->Angles.Yaw = (angle != 1000000. ? angle : spot->Angles.Yaw);
 				if (fog)
 				{
-					P_SpawnTeleportFog(mobj, spot->PosPlusZ(TELEFOGHEIGHT), false, true);
+					P_SpawnTeleportFog(mobj, spot->Pos(), false, true);
 				}
 				if (mobj->flags & MF_SPECIAL)
 					mobj->flags |= MF_DROPPED;	// Don't respawn