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P_ZMovement: add a P_MobjWasRemoved check after P_CheckPosition, so we can bail out if the mobj was removed (by Lua most likely)
# Conflicts: # src/p_mobj.c
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@ -2288,6 +2288,9 @@ boolean P_ZMovement(mobj_t *mo)
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}
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P_CheckPosition(mo, mo->x, mo->y); // Sets mo->standingslope correctly
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if (P_MobjWasRemoved(mo)) // mobjs can be removed by P_CheckPosition -- Monster Iestyn 31/07/21
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return false;
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K_UpdateMobjTerrain(mo, ((mo->eflags & MFE_VERTICALFLIP) ? tmceilingpic : tmfloorpic));
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if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
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