mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 23:01:50 +00:00
- 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:
parent
ef133dc682
commit
12d2124700
1 changed files with 1 additions and 1 deletions
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue