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Let's not try to outsmart the way mf2_objectflip works and just disable it entierely alongside mfe_verticalflip if the waypoint isn't flipped.
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1 changed files with 1 additions and 4 deletions
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@ -46,10 +46,7 @@ fixed_t K_RespawnOffset(player_t *player, boolean flip)
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}
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else
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{
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if (P_GetMobjGravity(player->mo) > 0)
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player->mo->flags2 &= ~MF2_OBJECTFLIP; // See comment above, ditto.
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player->mo->flags2 &= ~MF2_OBJECTFLIP;
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player->mo->eflags &= ~MFE_VERTICALFLIP;
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z += (128 * mapobjectscale);
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}
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