- fixed: P_CheckSplash shifted the fixed_t distance another 16 bits to the left.

This commit is contained in:
Christoph Oelckers 2016-03-12 12:25:45 +01:00
parent c7c2beee2c
commit 4116719a5a

View file

@ -5796,7 +5796,7 @@ void P_CheckSplash(AActor *self, fixed_t distance)
{
sector_t *floorsec;
self->Sector->LowestFloorAt(self, &floorsec);
if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
if (self->Z() <= self->floorz + distance && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == 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