Fix for A_ConnectToGround on gravflipped objects, courtesy of toaster.
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@ -12292,9 +12292,6 @@ void A_ConnectToGround(mobj_t *actor)
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if (!(workh = FixedMul(mobjinfo[locvar1].height, actor->scale)))
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return;
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if (actor->flags2 & MF2_OBJECTFLIP)
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workz -= workh;
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ang = actor->angle + ANGLE_45;
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while (dir*workz < 0)
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{
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