Use the skybox mobj's actual z position, rather than using the spawnpoint angle!
This means setting the skybox view angle is no longer stupid, objectplace no longer breaks skyboxes, and Lua-defined skybox mobjs can actually set a Z position more easily now.
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@ -9717,7 +9717,6 @@ void P_SpawnMapThing(mapthing_t *mthing)
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switch(mobj->type)
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switch(mobj->type)
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{
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{
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case MT_SKYBOX:
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case MT_SKYBOX:
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mobj->angle = 0;
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if (mthing->options & MTF_OBJECTSPECIAL)
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if (mthing->options & MTF_OBJECTSPECIAL)
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skyboxmo[1] = mobj;
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skyboxmo[1] = mobj;
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else
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else
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@ -798,9 +798,7 @@ void R_SkyboxFrame(player_t *player)
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viewx = viewmobj->x;
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viewx = viewmobj->x;
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viewy = viewmobj->y;
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viewy = viewmobj->y;
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viewz = 0;
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viewz = viewmobj->z; // 26/04/17: use actual Z position instead of spawnpoint angle!
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if (viewmobj->spawnpoint)
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viewz = ((fixed_t)viewmobj->spawnpoint->angle)<<FRACBITS;
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if (mapheaderinfo[gamemap-1])
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if (mapheaderinfo[gamemap-1])
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{
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{
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