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Changed the variable type of Crossed3DWater.
Seems like there was some kind of oversight. Crossed3DWater is an F3DFloor pointer, not sector_t.
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@ -292,7 +292,7 @@ struct TraceResults native
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native Sector CrossedWater; // For Boom-style, Transfer_Heights-based deep water
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native vector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash
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native Sector Crossed3DWater; // For 3D floor-based deep water
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native F3DFloor Crossed3DWater; // For 3D floor-based deep water
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native vector3 Crossed3DWaterPos;
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}
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