- In P_SpawnMapThing(), pass the same flags to P_FindFloorCeiling() as the respawn functions do.
- Rename FFCF_3DMIDTEXRESTRICT to FF_3DRESTRICT and make it work with 3D floors too. SVN r3562 (trunk)
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7 changed files with 13 additions and 13 deletions
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@ -2487,7 +2487,7 @@ void P_NightmareRespawn (AActor *mobj)
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}
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// If there are 3D floors, we need to find floor/ceiling again.
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P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DMIDTEXRESTRICT);
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P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (z == ONFLOORZ)
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{
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@ -4519,7 +4519,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->SpawnPoint[2] = mthing->z;
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mobj->SpawnAngle = mthing->angle;
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mobj->SpawnFlags = mthing->flags;
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P_FindFloorCeiling(mobj, FFCF_ONLYSPAWNPOS);
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P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
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if (!(mobj->flags2 & MF2_ARGSDEFINED))
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{
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