diff --git a/src/g_doom/a_painelemental.cpp b/src/g_doom/a_painelemental.cpp index db7d83021..b52224c0c 100644 --- a/src/g_doom/a_painelemental.cpp +++ b/src/g_doom/a_painelemental.cpp @@ -111,9 +111,6 @@ void A_PainShootSkull (AActor *self, angle_t angle, const PClass *spawntype, int other = Spawn (spawntype, x, y, z, ALLOW_REPLACE); - // Transfer boss-spawned flag - other->flags4 |= self->flags4 & MF4_BOSSSPAWNED; - // Check to see if the new Lost Soul's z value is above the // ceiling of its new sector, or below the floor. If so, kill it. diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 35d3c4718..f2a974e82 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -820,7 +820,7 @@ void AActor::CopyFriendliness (AActor *other, bool changeTarget, bool resetHealt LastLookPlayerNumber = other->LastLookPlayerNumber; flags = (flags & ~MF_FRIENDLY) | (other->flags & MF_FRIENDLY); flags3 = (flags3 & ~(MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)) | (other->flags3 & (MF3_NOSIGHTCHECK | MF3_HUNTPLAYERS)); - flags4 = (flags4 & ~MF4_NOHATEPLAYERS) | (other->flags4 & MF4_NOHATEPLAYERS); + flags4 = (flags4 & ~(MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)) | (other->flags4 & (MF4_NOHATEPLAYERS | MF4_BOSSSPAWNED)); FriendPlayer = other->FriendPlayer; DesignatedTeam = other->DesignatedTeam; if (changeTarget && other->target != NULL && !(other->target->flags3 & MF3_NOTARGET))