diff --git a/src/g_demo.c b/src/g_demo.c index c97dbcf9ee0559e23e6635e4a62f2de1cb843af2..01bc84a40ab79f3dbe4d870d070e869d05f88e8e 100644 --- a/src/g_demo.c +++ b/src/g_demo.c @@ -2212,7 +2212,7 @@ void G_AddGhost(char *defdemoname) gh->mo->angle = FixedAngle(mthing->angle << FRACBITS); f = gh->mo->floorz; c = gh->mo->ceilingz - mobjinfo[MT_PLAYER].height; - if (!!(mthing->options & MTF_AMBUSH) ^ !!(mthing->options & MTF_OBJECTFLIP)) + if (!!(mthing->args[0]) ^ !!(mthing->options & MTF_OBJECTFLIP)) { z = c - offset; if (z < f) diff --git a/src/m_cheat.c b/src/m_cheat.c index ddc1f6f29793e42265e163a6b3ceff64a95d37f7..b5c3b6563529131e3c3ddc61ca1f89b0153f7792 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -539,7 +539,7 @@ void Command_Teleport_f(void) // Flagging a player's ambush will make them start on the ceiling // Objectflip inverts - if (!!(mt->options & MTF_AMBUSH) ^ !!(mt->options & MTF_OBJECTFLIP)) + if (!!(mt->args[0]) ^ !!(mt->options & MTF_OBJECTFLIP)) intz = ss->sector->ceilingheight - p->mo->height - offset; else intz = ss->sector->floorheight + offset; diff --git a/src/p_mobj.c b/src/p_mobj.c index 7c44ae8da3fb10f5df174070de612375f97d80a9..e97719ddbf970b3d61408a623e2be1a7dd4ca0b2 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -11652,7 +11652,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing) mobj->eflags |= MFE_VERTICALFLIP; mobj->flags2 |= MF2_OBJECTFLIP; } - if (mthing->options & MTF_AMBUSH) + if (mthing->args[0]) P_SetPlayerMobjState(mobj, S_PLAY_FALL); else if (metalrecording) P_SetPlayerMobjState(mobj, S_PLAY_WAIT);