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Fix Dragonbomber z positioning
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2 changed files with 3 additions and 2 deletions
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@ -5292,7 +5292,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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100, // mass
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0, // damage
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sfx_None, // activesound
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MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_BOUNCE|MF_RUNSPAWNFUNC, // flags
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MF_SPECIAL|MF_SHOOTABLE|MF_ENEMY|MF_NOGRAVITY|MF_SLIDEME|MF_RUNSPAWNFUNC, // flags
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S_NULL // raisestate
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},
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@ -9206,10 +9206,11 @@ static void P_DragonbomberThink(mobj_t *mobj)
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mobj->angle += DRAGONTURNSPEED;
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else
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{
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boolean flip = mobj->spawnpoint->options & MTF_OBJECTFLIP;
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fixed_t vspeed = FixedMul(mobj->info->speed >> 3, mobj->scale);
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fixed_t x = mobj->spawnpoint->x << FRACBITS;
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fixed_t y = mobj->spawnpoint->y << FRACBITS;
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fixed_t z = mobj->spawnpoint->z << FRACBITS;
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fixed_t z = (flip ? P_GetSectorCeilingZAt : P_GetSectorFloorZAt)(R_PointInSubsector(x, y)->sector, x, y) + (flip ? -1 : 1)*(mobj->spawnpoint->z << FRACBITS);
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angle_t diff = R_PointToAngle2(mobj->x, mobj->y, x, y) - mobj->angle;
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if (diff > ANGLE_180)
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mobj->angle -= DRAGONTURNSPEED;
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