Fix some instances of boolean not being set to true exactly

This commit is contained in:
James R 2023-04-24 18:03:57 -07:00
parent 56dcfaedf8
commit efcdfbe665
2 changed files with 3 additions and 3 deletions

View file

@ -251,7 +251,7 @@ void K_DoIngameRespawn(player_t *player)
s = R_PointInSubsector(beststart->x << FRACBITS, beststart->y << FRACBITS)->sector;
player->respawn.flip = (beststart->options & MTF_OBJECTFLIP);
player->respawn.flip = (beststart->options & MTF_OBJECTFLIP) != 0;
if (player->respawn.flip == true)
{
@ -557,7 +557,7 @@ static void K_MovePlayerToRespawnPoint(player_t *player)
dest.x = laserwp->mobj->x;
dest.y = laserwp->mobj->y;
dest.z = laserwp->mobj->z;
laserflip = (laserwp->mobj->flags2 & MF2_OBJECTFLIP);
laserflip = (laserwp->mobj->flags2 & MF2_OBJECTFLIP) ? true : false; // K_RespawnOffset wants a boolean!
if (laserflip == true)
{

View file

@ -11969,7 +11969,7 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
fixed_t offset = mthing->z << FRACBITS;
if (p->respawn.state != RESPAWNST_NONE || p->spectator)
offset += K_RespawnOffset(p, (mthing->options & MTF_OBJECTFLIP));
offset += K_RespawnOffset(p, (mthing->options & MTF_OBJECTFLIP) != 0);
// Setting the spawnpoint's args[0] will make the player start on the ceiling
// Objectflip inverts