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.
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@ -11554,7 +11554,6 @@ INT32 numhuntemeralds;
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static fixed_t GetMobjSpawnHeight (const mobjtype_t i, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
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static fixed_t GetMobjSpawnHeight (const mobjtype_t i, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
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{
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{
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subsector_t *ss = R_PointInSubsector(x, y);
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subsector_t *ss = R_PointInSubsector(x, y);
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fixed_t z;
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fixed_t extraoffset = 0;
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fixed_t extraoffset = 0;
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fixed_t heightoffset = 0;
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fixed_t heightoffset = 0;
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boolean flip;
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boolean flip;
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@ -13603,8 +13602,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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z += 24*FRACUNIT;
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z += 24*FRACUNIT;
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}
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}
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mthing->z = (INT16)(z>>FRACBITS);
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mobj = P_SpawnMobj(x, y, z, ringthing);
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mobj = P_SpawnMobj(x, y, z, ringthing);
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mobj->spawnpoint = mthing;
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mobj->spawnpoint = mthing;
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@ -906,10 +906,6 @@ void P_ReloadRings(void)
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{
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{
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mt->mobj = NULL;
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mt->mobj = NULL;
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// Z for objects Tails 05-26-2002
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mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
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->sector->floorheight>>FRACBITS);
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P_SpawnHoopsAndRings(mt, true);
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P_SpawnHoopsAndRings(mt, true);
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}
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}
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}
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}
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