diff --git a/src/p_inter.c b/src/p_inter.c
index 26cae304e960f629cb71aa82fd281d86773c91ac..e7d98dbe3b494902dd8484e1af4acc6cc049ea53 100644
--- a/src/p_inter.c
+++ b/src/p_inter.c
@@ -2261,6 +2261,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
 			target->momx = target->momy = target->momz = 0;
 			if (damagetype == DMG_DROWNED) // drowned
 			{
+				target->movedir = damagetype; // we're MOVING the Damage Into anotheR function... Okay, this is a bit of a hack.
 				if (target->player->charflags & SF_MACHINE)
 					S_StartSound(target, sfx_fizzle);
 				else
diff --git a/src/p_mobj.c b/src/p_mobj.c
index ad19d442340d4f965aa0a5d424a0ab54fdc5d0a3..90d21859b4e88d8a42ea2fc77ee70b742c171ba7 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -6908,7 +6908,22 @@ void P_MobjThinker(mobj_t *mobj)
 					}
 				}
 				else // Apply gravity to fall downwards.
-					P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true);
+				{
+					if (mobj->player && !(mobj->fuse % 8) && (mobj->player->charflags & SF_MACHINE))
+					{
+							fixed_t r = mobj->radius>>FRACBITS;
+							mobj_t *explosion = P_SpawnMobj(
+								mobj->x + (P_RandomRange(r, -r)<<FRACBITS),
+								mobj->y + (P_RandomRange(r, -r)<<FRACBITS),
+								mobj->z + (P_RandomKey(mobj->height>>FRACBITS)<<FRACBITS),
+								MT_BOSSEXPLODE);
+							S_StartSound(explosion, sfx_cybdth);
+					}
+					if (mobj->movedir == DMG_DROWNED)
+						P_SetObjectMomZ(mobj, -FRACUNIT/2, true); // slower fall from drowning
+					else
+						P_SetObjectMomZ(mobj, -2*FRACUNIT/3, true);
+				}
 			}
 			break;
 		default:
diff --git a/src/p_user.c b/src/p_user.c
index 4e761f3bc970c134f0f1f11f849df70bc314660e..a395aa7cd3b3630ef11ec0274f3ecf5b14c71ec4 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -2157,9 +2157,9 @@ static void P_DoBubbleBreath(player_t *player)
 	{
 		if (P_RandomChance((128-(player->powers[pw_underwater]/4))*FRACUNIT/256))
 		{
-			fixed_t rad = player->mo->radius>>FRACBITS;
-			x += (P_RandomRange(rad, -rad)<<FRACBITS);
-			y += (P_RandomRange(rad, -rad)<<FRACBITS);
+			fixed_t r = player->mo->radius>>FRACBITS;
+			x += (P_RandomRange(r, -r)<<FRACBITS);
+			y += (P_RandomRange(r, -r)<<FRACBITS);
 			z += (P_RandomKey(player->mo->height>>FRACBITS)<<FRACBITS);
 			bubble = P_SpawnMobj(x, y, z, MT_WATERZAP);
 			S_StartSound(bubble, sfx_beelec);