- fixed: air_finished was sometimes checked against level.time, sometimes against level.maptime.

For a per-level effect it needs to always check against level.maptime.
This commit is contained in:
Christoph Oelckers 2019-03-30 18:52:32 +01:00
commit f5ad144934
4 changed files with 6 additions and 6 deletions

View file

@ -4330,7 +4330,7 @@ bool AActor::UpdateWaterLevel(bool dosplash)
else if (oldlevel == 3 && waterlevel < 3)
{
// Our head just came up.
if (player->air_finished > Level->time)
if (player->air_finished > Level->maptime)
{
// We hadn't run out of air yet.
S_Sound(this, CHAN_VOICE, "*surface", 1, ATTN_NORM);