Do not overwrite the mapthing Z when spawning rings and similars, as it now causes them to respawn in wrong places because it is being actually used now.

This commit is contained in:
Nev3r 2019-12-11 10:57:24 +01:00
parent 584348b91e
commit d2cbdd4fb1
2 changed files with 0 additions and 7 deletions

View File

@ -11554,7 +11554,6 @@ INT32 numhuntemeralds;
static fixed_t GetMobjSpawnHeight (const mobjtype_t i, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
{
subsector_t *ss = R_PointInSubsector(x, y);
fixed_t z;
fixed_t extraoffset = 0;
fixed_t heightoffset = 0;
boolean flip;
@ -13603,8 +13602,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
z += 24*FRACUNIT;
}
mthing->z = (INT16)(z>>FRACBITS);
mobj = P_SpawnMobj(x, y, z, ringthing);
mobj->spawnpoint = mthing;

View File

@ -906,10 +906,6 @@ void P_ReloadRings(void)
{
mt->mobj = NULL;
// Z for objects Tails 05-26-2002
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings(mt, true);
}
}