- 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)
This commit is contained in:
Randy Heit 2012-04-14 03:55:46 +00:00
commit 280ca05554
7 changed files with 13 additions and 13 deletions

View file

@ -2487,7 +2487,7 @@ void P_NightmareRespawn (AActor *mobj)
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DMIDTEXRESTRICT);
P_FindFloorCeiling(mo, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (z == ONFLOORZ)
{
@ -4519,7 +4519,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
mobj->SpawnPoint[2] = mthing->z;
mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;
P_FindFloorCeiling(mobj, FFCF_ONLYSPAWNPOS);
P_FindFloorCeiling(mobj, FFCF_SAMESECTOR | FFCF_ONLY3DFLOORS | FFCF_3DRESTRICT);
if (!(mobj->flags2 & MF2_ARGSDEFINED))
{