Use P_MobjInsidePolyobj instead of P_MobjTouchingPolyobj, so that you can be crushed by the polyobject's middle rather than just its edges
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@ -3394,7 +3394,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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{
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{
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// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
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// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
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if (!P_MobjTouchingPolyobj(po, mo))
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if (!P_MobjInsidePolyobj(po, mo))
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continue;
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continue;
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if (!PIT_ChangeSector(mo, false))
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if (!PIT_ChangeSector(mo, false))
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@ -3504,7 +3504,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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{
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{
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// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
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// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
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if (!P_MobjTouchingPolyobj(po, mo))
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if (!P_MobjInsidePolyobj(po, mo))
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continue;
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continue;
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PIT_ChangeSector(mo, true);
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PIT_ChangeSector(mo, true);
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