Add collision check for flipped water drops
Closes #735 (closed). Doesn't check for waterbottom because that gets set to mobj->z - 1000*FRACUNIT if there is no water FOF present, and I'm too lazy to untangle that spaghetti code.
Closes #735 (closed). Doesn't check for waterbottom because that gets set to mobj->z - 1000*FRACUNIT if there is no water FOF present, and I'm too lazy to untangle that spaghetti code.