diff --git a/src/p_mobj.c b/src/p_mobj.c index a8fd58108..e35b59e19 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -2459,16 +2459,6 @@ static boolean P_ZMovement(mobj_t *mo) P_RemoveMobj(mo); return false; } - if (mo->momz - && !(mo->flags & MF_NOGRAVITY) - && ((!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= mo->floorz) - || ((mo->eflags & MFE_VERTICALFLIP) && mo->z+mo->height >= mo->ceilingz))) - { - mo->flags |= MF_NOGRAVITY; - mo->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others - mo->momy = mo->momz = 0; - mo->z = ((mo->eflags & MFE_VERTICALFLIP) ? mo->ceilingz-mo->height : mo->floorz); - } break; case MT_GOOP: if (P_CheckDeathPitCollide(mo)) @@ -9569,6 +9559,14 @@ void P_MobjThinker(mobj_t *mobj) else mobj->z = mobj->floorz; } + else if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z <= mobj->floorz) + || ((mobj->eflags & MFE_VERTICALFLIP) && mobj->z+mobj->height >= mobj->ceilingz)) + { + mobj->flags |= MF_NOGRAVITY; + mobj->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others + mobj->momy = mobj->momz = 0; + mobj->z = ((mobj->eflags & MFE_VERTICALFLIP) ? mobj->ceilingz-mobj->height : mobj->floorz); + } /* FALLTHRU */ default: // check mobj against possible water content, before movement code