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Fix some instances of boolean not being set to true exactly
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56dcfaedf8
commit
efcdfbe665
2 changed files with 3 additions and 3 deletions
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@ -251,7 +251,7 @@ void K_DoIngameRespawn(player_t *player)
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s = R_PointInSubsector(beststart->x << FRACBITS, beststart->y << FRACBITS)->sector;
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player->respawn.flip = (beststart->options & MTF_OBJECTFLIP);
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player->respawn.flip = (beststart->options & MTF_OBJECTFLIP) != 0;
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if (player->respawn.flip == true)
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{
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@ -557,7 +557,7 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
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dest.x = laserwp->mobj->x;
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dest.y = laserwp->mobj->y;
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dest.z = laserwp->mobj->z;
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laserflip = (laserwp->mobj->flags2 & MF2_OBJECTFLIP);
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laserflip = (laserwp->mobj->flags2 & MF2_OBJECTFLIP) ? true : false; // K_RespawnOffset wants a boolean!
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if (laserflip == true)
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{
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@ -11969,7 +11969,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
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fixed_t offset = mthing->z << FRACBITS;
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if (p->respawn.state != RESPAWNST_NONE || p->spectator)
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offset += K_RespawnOffset(p, (mthing->options & MTF_OBJECTFLIP));
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offset += K_RespawnOffset(p, (mthing->options & MTF_OBJECTFLIP) != 0);
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// Setting the spawnpoint's args[0] will make the player start on the ceiling
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// Objectflip inverts
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