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Position checkpoint parts correctly in reverse gravity
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2 changed files with 20 additions and 0 deletions
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@ -323,6 +323,11 @@ private:
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arm()->angle = angle - ANGLE_90;
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arm()->rollangle = -(ANGLE_90) + pivot();
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if (arm()->eflags & MFE_VERTICALFLIP)
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{
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arm()->rollangle = InvAngle(arm()->rollangle);
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}
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}
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void pull()
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@ -337,8 +342,18 @@ private:
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P_GetMobjHead(this) + (FixedMul(r, FSIN(pivot())) * P_MobjFlip(this))
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);
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if (orb()->eflags & MFE_VERTICALFLIP)
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{
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orb()->z -= orb()->height;
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}
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P_MoveOrigin(arm(), orb()->x, orb()->y, orb()->z);
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if (arm()->eflags & MFE_VERTICALFLIP)
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{
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arm()->z += orb()->height - arm()->height;
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}
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if (speed())
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{
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orb()->afterimages();
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@ -14582,6 +14582,11 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj)
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}
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case MT_CHECKPOINT_END:
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{
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if (mthing->options & MTF_OBJECTFLIP)
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{
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mobj->eflags |= MFE_VERTICALFLIP;
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mobj->flags2 |= MF2_OBJECTFLIP;
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}
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Obj_LinkCheckpoint(mobj);
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break;
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}
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