diff --git a/src/p_mobj.c b/src/p_mobj.c index 6a3ac9ee304001f02ac01157f4c9e4e4e384b689..b9412ee776f8242fff9cfa23e5f2b155ea09e57d 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -4436,7 +4436,7 @@ static void P_Boss4MoveSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) { INT32 s; mobj_t *base = mobj, *seg; - fixed_t dist, bz = (mobj->spawnpoint->z+16)<<FRACBITS; + fixed_t dist, bz = mobj->watertop+(16<<FRACBITS); while ((base = base->tracer)) { for (seg = base, dist = 172*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 124*FRACUNIT, --s) @@ -4450,7 +4450,7 @@ static void P_Boss4PinchSpikeballs(mobj_t *mobj, angle_t angle, fixed_t fz) { INT32 s; mobj_t *base = mobj, *seg; - fixed_t dist, bz = (mobj->spawnpoint->z+16)<<FRACBITS; + fixed_t dist, bz = mobj->watertop+(16<<FRACBITS); while ((base = base->tracer)) { for (seg = base, dist = 112*FRACUNIT, s = 9; seg; seg = seg->hnext, dist += 132*FRACUNIT, --s) @@ -4566,7 +4566,7 @@ static void P_Boss4Thinker(mobj_t *mobj) INT32 i, arm; mobj_t *seg, *base = mobj; // First frame init, spawn all the things. - mobj->spawnpoint->z = mobj->z>>FRACBITS; + mobj->watertop = mobj->z; z = mobj->z + mobj->height/2 - mobjinfo[MT_EGGMOBILE4_MACE].height/2; for (arm = 0; arm <3 ; arm++) { @@ -4622,7 +4622,7 @@ static void P_Boss4Thinker(mobj_t *mobj) case 3: { fixed_t z; - if (mobj->z < (mobj->spawnpoint->z+512)<<FRACBITS) + if (mobj->z < mobj->watertop+(512<<FRACBITS)) mobj->momz = 8*FRACUNIT; else { @@ -4631,7 +4631,7 @@ static void P_Boss4Thinker(mobj_t *mobj) } mobj->movecount += 400<<(FRACBITS>>1); mobj->movecount %= 360*FRACUNIT; - z = mobj->z - (mobj->spawnpoint->z<<FRACBITS) - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2; + z = mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2; if (z < 0) // We haven't risen high enough to pull the spikeballs along yet P_Boss4MoveSpikeballs(mobj, FixedAngle(mobj->movecount), 0); // So don't pull the spikeballs along yet. else @@ -4641,13 +4641,13 @@ static void P_Boss4Thinker(mobj_t *mobj) // Pinch phase! case 4: { - if (mobj->z < (mobj->spawnpoint->z+512+128*(mobj->info->damage-mobj->health))<<FRACBITS) + if (mobj->z < (mobj->watertop + ((512+128*(mobj->info->damage-mobj->health))<<FRACBITS))) mobj->momz = 8*FRACUNIT; else mobj->momz = 0; mobj->movecount += (800+800*(mobj->info->damage-mobj->health))<<(FRACBITS>>1); mobj->movecount %= 360*FRACUNIT; - P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - (mobj->spawnpoint->z<<FRACBITS) - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2); + P_Boss4PinchSpikeballs(mobj, FixedAngle(mobj->movecount), mobj->z - mobj->watertop - mobjinfo[MT_EGGMOBILE4_MACE].height - mobj->height/2); if (!mobj->target || !mobj->target->health) P_SupermanLook4Players(mobj);