From f312926e9f1c5cb83d6bcdd63949530212b1c639 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Tue, 3 Apr 2012 03:35:20 +0000 Subject: [PATCH] - Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item. SVN r3509 (trunk) --- src/g_shared/a_pickups.cpp | 2 ++ src/p_mobj.cpp | 1 - 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/src/g_shared/a_pickups.cpp b/src/g_shared/a_pickups.cpp index f073499cb..478c64524 100644 --- a/src/g_shared/a_pickups.cpp +++ b/src/g_shared/a_pickups.cpp @@ -377,6 +377,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition) self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63]; } } + // Redo floor/ceiling check, now with 3D floors + P_FindFloorCeiling(self); } int AInventory::StaticLastMessageTic; diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 58b9e9133..d92e50de5 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -2482,7 +2482,6 @@ void P_NightmareRespawn (AActor *mobj) z = mo->z; - // inherit attributes from deceased one mo->SpawnPoint[0] = mobj->SpawnPoint[0]; mo->SpawnPoint[1] = mobj->SpawnPoint[1];