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.

This commit is contained in:
Latapostrophe 2020-07-31 18:13:28 +02:00
parent b62ef5a51d
commit de7147008e

View file

@ -46,10 +46,7 @@ fixed_t K_RespawnOffset(player_t *player, boolean flip)
}
else
{
if (P_GetMobjGravity(player->mo) > 0)
player->mo->flags2 &= ~MF2_OBJECTFLIP; // See comment above, ditto.
player->mo->flags2 &= ~MF2_OBJECTFLIP;
player->mo->eflags &= ~MFE_VERTICALFLIP;
z += (128 * mapobjectscale);
}