diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 73214763e..4b7ea25dc 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -5796,7 +5796,7 @@ void P_CheckSplash(AActor *self, fixed_t distance) { sector_t *floorsec; self->Sector->LowestFloorAt(self, &floorsec); - if (self->Z() <= self->floorz + (distance<floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL) + if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL) { // Explosion splashes never alert monsters. This is because A_Explode has // a separate parameter for that so this would get in the way of proper