diff --git a/src/k_respawn.c b/src/k_respawn.c index bbb7f2683..8f0c756f1 100644 --- a/src/k_respawn.c +++ b/src/k_respawn.c @@ -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) { diff --git a/src/p_mobj.c b/src/p_mobj.c index df6af073f..1c67ad98e 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -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