diff --git a/src/p_mobj.c b/src/p_mobj.c index 0151b9114..61bbe60e5 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -3068,14 +3068,67 @@ void P_MobjCheckWater(mobj_t *mobj) S_StartSound(mobj, sfx_s3k38); } - if (waterwasnotset) - return; - if ((p) // Players || (mobj->flags & MF_PUSHABLE) // Pushables || ((mobj->info->flags & MF_PUSHABLE) && mobj->fuse) // Previously pushable, might be moving still ) { + // Time to spawn the bubbles! + { + INT32 i; + INT32 bubblecount; + UINT8 prandom[4]; + mobj_t *bubble; + mobjtype_t bubbletype; + + if (mobj->eflags & MFE_GOOWATER || wasingoo) + S_StartSound(mobj, sfx_ghit); + else if (mobj->eflags & MFE_TOUCHLAVA) + S_StartSound(mobj, sfx_splash); + else + S_StartSound(mobj, sfx_splish); // And make a sound! + + bubblecount = FixedDiv(abs(mobj->momz), mobj->scale)>>(FRACBITS-1); + // Max bubble count + if (bubblecount > 128) + bubblecount = 128; + + // Create tons of bubbles + for (i = 0; i < bubblecount; i++) + { + // P_RandomByte()s are called individually to allow consistency + // across various compilers, since the order of function calls + // in C is not part of the ANSI specification. + prandom[0] = P_RandomByte(); + prandom[1] = P_RandomByte(); + prandom[2] = P_RandomByte(); + prandom[3] = P_RandomByte(); + + bubbletype = MT_SMALLBUBBLE; + if (!(prandom[0] & 0x3)) // medium bubble chance up to 64 from 32 + bubbletype = MT_MEDIUMBUBBLE; + + bubble = P_SpawnMobj( + mobj->x + FixedMul((prandom[1]<<(FRACBITS-3)) * (prandom[0]&0x80 ? 1 : -1), mobj->scale), + mobj->y + FixedMul((prandom[2]<<(FRACBITS-3)) * (prandom[0]&0x40 ? 1 : -1), mobj->scale), + mobj->z + FixedMul((prandom[3]<<(FRACBITS-2)), mobj->scale), bubbletype); + + if (bubble) + { + if (P_MobjFlip(mobj)*mobj->momz < 0) + bubble->momz = mobj->momz >> 4; + else + bubble->momz = 0; + + bubble->destscale = mobj->scale; + P_SetScale(bubble, mobj->scale); + } + } + } + + if (waterwasnotset) + return; + // Check to make sure you didn't just cross into a sector to jump out of // that has shallower water than the block you were originally in. if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->watertop-mobj->floorz <= height>>1) @@ -3160,59 +3213,6 @@ void P_MobjCheckWater(mobj_t *mobj) P_SetScale(splish, mobj->scale); } } - - // Time to spawn the bubbles! - { - INT32 i; - INT32 bubblecount; - UINT8 prandom[4]; - mobj_t *bubble; - mobjtype_t bubbletype; - - if (mobj->eflags & MFE_GOOWATER || wasingoo) - S_StartSound(mobj, sfx_ghit); - else if (mobj->eflags & MFE_TOUCHLAVA) - S_StartSound(mobj, sfx_splash); - else - S_StartSound(mobj, sfx_splish); // And make a sound! - - bubblecount = FixedDiv(abs(mobj->momz), mobj->scale)>>(FRACBITS-1); - // Max bubble count - if (bubblecount > 128) - bubblecount = 128; - - // Create tons of bubbles - for (i = 0; i < bubblecount; i++) - { - // P_RandomByte()s are called individually to allow consistency - // across various compilers, since the order of function calls - // in C is not part of the ANSI specification. - prandom[0] = P_RandomByte(); - prandom[1] = P_RandomByte(); - prandom[2] = P_RandomByte(); - prandom[3] = P_RandomByte(); - - bubbletype = MT_SMALLBUBBLE; - if (!(prandom[0] & 0x3)) // medium bubble chance up to 64 from 32 - bubbletype = MT_MEDIUMBUBBLE; - - bubble = P_SpawnMobj( - mobj->x + FixedMul((prandom[1]<<(FRACBITS-3)) * (prandom[0]&0x80 ? 1 : -1), mobj->scale), - mobj->y + FixedMul((prandom[2]<<(FRACBITS-3)) * (prandom[0]&0x40 ? 1 : -1), mobj->scale), - mobj->z + FixedMul((prandom[3]<<(FRACBITS-2)), mobj->scale), bubbletype); - - if (bubble) - { - if (P_MobjFlip(mobj)*mobj->momz < 0) - bubble->momz = mobj->momz >> 4; - else - bubble->momz = 0; - - bubble->destscale = mobj->scale; - P_SetScale(bubble, mobj->scale); - } - } - } } }