From de7147008ead394a358e8ee1481c3972ac8f4850 Mon Sep 17 00:00:00 2001 From: Latapostrophe Date: Fri, 31 Jul 2020 18:13:28 +0200 Subject: [PATCH] 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. --- src/k_respawn.c | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/src/k_respawn.c b/src/k_respawn.c index 71b96e085..863a309c9 100644 --- a/src/k_respawn.c +++ b/src/k_respawn.c @@ -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); }