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- more floatification of p_map, plus some stuff used in those functions.
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8 changed files with 87 additions and 94 deletions
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@ -5676,7 +5676,7 @@ bool P_HitFloor (AActor *thing)
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void P_CheckSplash(AActor *self, double distance)
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{
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sector_t *floorsec;
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self->Sector->_f_LowestFloorAt(self, &floorsec);
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self->Sector->LowestFloorAt(self, &floorsec);
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if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
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{
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// Explosion splashes never alert monsters. This is because A_Explode has
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