Ceiling spike downwards teleport
related to this code in p_map.c
:
// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
if (tmthing->type == MT_SPIKE && tmthing->flags & MF_SOLID)
{
if (thing->z > tmthing->z + tmthing->height)
return true; // overhead
if (thing->z + thing->height < tmthing->z)
return true; // underneath
if (tmthing->eflags & MFE_VERTICALFLIP)
thing->z = tmthing->z - thing->height - FixedMul(FRACUNIT, tmthing->scale);
else
thing->z = tmthing->z + tmthing->height + FixedMul(FRACUNIT, tmthing->scale);
if (thing->flags & MF_SHOOTABLE)
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
return true;
}
but i'm not sure what could have caused this unless it's the damage type change for some reason?
Edited by sphere