- fixed: CF_FLY cannot be part of the player_t structure and be tracked properly. It needs to be part of the actor itself that has MF2_FLY set so it got moved to flags7.
- removed some fudging code that tried to work around the shortcomings of CF_FLY but was ultimately causing more problems than it solved.
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6 changed files with 8 additions and 14 deletions
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@ -4477,7 +4477,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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p->mo->ResetAirSupply(false);
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p->Uncrouch();
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p->MinPitch = p->MaxPitch = 0; // will be filled in by PostBeginPlay()/netcode
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p->cheats &= ~CF_FLY;
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p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0.
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