From 12d21247008b2f748ece605a09f62a1377bf2485 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 7 Nov 2010 20:18:52 +0000 Subject: [PATCH] - 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) --- 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 79c20c1edd..adfbeb0ef8 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -4913,7 +4913,7 @@ bool P_HitFloor (AActor *thing) void P_CheckSplash(AActor *self, fixed_t distance) { - if (self->z <= self->floorz + (distance<floorsector == self->Sector) + if (self->z <= self->floorz + (distance<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