From 4116719a5a54c56ed6772efa96df45be85d3243c Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 12 Mar 2016 12:25:45 +0100 Subject: [PATCH] - fixed: P_CheckSplash shifted the fixed_t distance another 16 bits to the left. --- src/p_mobj.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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