From 12d21247008b2f748ece605a09f62a1377bf2485 Mon Sep 17 00:00:00 2001
From: Christoph Oelckers <coelckers@zdoom.fake>
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 79c20c1ed..adfbeb0ef 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<<FRACBITS) && self->floorsector == self->Sector)
+	if (self->z <= self->floorz + (distance<<FRACBITS) && self->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