- 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.
This commit is contained in:
Christoph Oelckers 2015-02-10 23:40:53 +01:00
commit 337682934c
6 changed files with 8 additions and 14 deletions

View file

@ -4477,7 +4477,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
p->mo->ResetAirSupply(false);
p->Uncrouch();
p->MinPitch = p->MaxPitch = 0; // will be filled in by PostBeginPlay()/netcode
p->cheats &= ~CF_FLY;
p->velx = p->vely = 0; // killough 10/98: initialize bobbing to 0.