diff --git a/src/p_mobj.c b/src/p_mobj.c index 6f5de476be900ce97f80bcb998482d4b0e3f170c..1ec09ab8582adea2716db0d817b670bf4aba0d2c 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2246,7 +2246,7 @@ boolean P_ZMovement(mobj_t *mo) else if (!onground) P_SlopeLaunch(mo); } - + if (!mo->player && P_CheckDeathPitCollide(mo) && mo->health && !(mo->flags & MF_NOCLIPHEIGHT) && !(mo->flags2 & MF2_BOSSDEAD)) { @@ -2939,7 +2939,7 @@ boolean P_SceneryZMovement(mobj_t *mo) mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; - + if (!mo->player && P_CheckDeathPitCollide(mo) && mo->health && !(mo->flags & MF_NOCLIPHEIGHT) && !(mo->flags2 & MF2_BOSSDEAD)) { @@ -3782,7 +3782,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) // always do the gravity bit now, that's simpler // BUT CheckPosition only if wasn't done before. - if (!(mobj->eflags & MFE_ONGROUND) || mobj->momz + if (mobj->momz || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height != mobj->ceilingz) || (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z != mobj->floorz) || P_IsObjectInGoop(mobj)) @@ -3795,17 +3795,6 @@ static void P_PlayerMobjThinker(mobj_t *mobj) } else { -#if 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up - if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling - mobj->player->pflags &= ~PF_STARTJUMP; - mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); - if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) - { - mobj->player->secondjump = 0; - mobj->player->powers[pw_tailsfly] = 0; - P_SetMobjState(mobj, S_PLAY_WALK); - } -#endif mobj->eflags &= ~MFE_JUSTHITFLOOR; } @@ -10746,7 +10735,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type, ...) // Set shadowscale here, before spawn hook so that Lua can change it mobj->shadowscale = P_DefaultMobjShadowScale(mobj); - + // A monitor can't respawn if we're not in multiplayer, // or if we're in co-op and it's score or a 1up if (mobj->flags & MF_MONITOR && (!(netgame || multiplayer)