Fix flung emeralds not disappearing in death pits
(assuming it wasn't an intentional behaviour thing of course)
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@ -2245,6 +2245,7 @@ static boolean P_ZMovement(mobj_t *mo)
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case MT_BLUETEAMRING:
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case MT_BLUETEAMRING:
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case MT_FLINGRING:
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case MT_FLINGRING:
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case MT_FLINGCOIN:
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case MT_FLINGCOIN:
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case MT_FLINGEMERALD:
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// Remove flinged stuff from death pits.
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// Remove flinged stuff from death pits.
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if (P_CheckDeathPitCollide(mo))
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if (P_CheckDeathPitCollide(mo))
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{
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{
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@ -2276,7 +2277,6 @@ static boolean P_ZMovement(mobj_t *mo)
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if (!(mo->momx || mo->momy || mo->momz))
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if (!(mo->momx || mo->momy || mo->momz))
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return true;
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return true;
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break;
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break;
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case MT_FLINGEMERALD:
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case MT_NIGHTSWING:
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case MT_NIGHTSWING:
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if (!(mo->momx || mo->momy || mo->momz))
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if (!(mo->momx || mo->momy || mo->momz))
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return true;
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return true;
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