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- fixed: A_MaceBallImpact2 was missing a check for hitting some liquid terrain.
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@ -505,6 +505,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
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AActor *tiny;
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angle_t angle;
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if ((self->Z() <= self->floorz) && P_HitFloor (self))
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{ // Landed in some sort of liquid
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self->Destroy ();
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return;
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}
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if (self->flags & MF_INBOUNCE)
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{
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fixed_t floordist = self->Z() - self->floorz;
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