- fixed: Explosions may not spawn splashes in sectors with a Transfer_Heights effect. Due to the way it handles floor textures it cannot spawn them correctly there.

SVN r2994 (trunk)
This commit is contained in:
Christoph Oelckers 2010-11-07 20:18:52 +00:00
parent ef133dc682
commit 12d2124700

View file

@ -4913,7 +4913,7 @@ bool P_HitFloor (AActor *thing)
void P_CheckSplash(AActor *self, fixed_t distance)
{
if (self->z <= self->floorz + (distance<<FRACBITS) && self->floorsector == self->Sector)
if (self->z <= self->floorz + (distance<<FRACBITS) && self->floorsector == self->Sector && self->Sector->GetHeightSec() == 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