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);