Added check for hurt floors in P_IsUnderDamage().
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2 changed files with 6 additions and 3 deletions
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@ -430,10 +430,7 @@ void P_ActorInSpecialSector (AActor *victim, sector_t * sector)
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// Falling, not all the way down yet?
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if (!(sector->MoreFlags & SECMF_HARMINAIR) && !victim->isAtZ(sector->LowestFloorAt(victim)) && !victim->waterlevel)
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{
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DPrintf(2,"P_ActorInSpecialSector(): %p is not touching the floor and HARMINAIR isn't on, so they won't be harmed by the sector.\n",victim);
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return;
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}
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// Has hit ground.
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