- added a 'non-modify' mode to P_TeleportMove and let A_Respawn use that, rather than letting P_TeleportMove muck around with the actor properties and then have A_Respawn only partially and haphazardly restoring them afterward.
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3 changed files with 33 additions and 41 deletions
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@ -3023,18 +3023,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
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if (flags & RSF_TELEFRAG)
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{
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// [KS] DIE DIE DIE DIE erm *ahem* =)
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oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true);
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if (oktorespawn)
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{ // Need to do this over again, since P_TeleportMove() will redo
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// it with the proper point-on-side calculation.
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self->UnlinkFromWorld();
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self->LinkToWorld(true);
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sector_t *sec = self->Sector;
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self->dropoffz =
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self->floorz = sec->floorplane.ZatPoint(self->x, self->y);
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self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y);
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P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
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}
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oktorespawn = P_TeleportMove(self, self->x, self->y, self->z, true, false);
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}
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else
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{
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