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- fixed: P_CheckSplash shifted the fixed_t distance another 16 bits to the left.
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@ -5796,7 +5796,7 @@ void P_CheckSplash(AActor *self, fixed_t distance)
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{
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sector_t *floorsec;
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self->Sector->LowestFloorAt(self, &floorsec);
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if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
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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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// a separate parameter for that so this would get in the way of proper
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