<NME> TileContactWater.cs
<BEF> ﻿using UnityEngine;
using System.Collections;

/// <summary>
/// Controls throwing objects into water
/// </summary>
	{
		if (obj.item_id!=453)
		{
			Impact.SpawnHitImpact(453, position, 36, 40);
			if (IsObjectDestroyable(obj))
			{			
				DestroyObject(obj);
			}	
		}
        {
            GameObject splash = Impact.SpawnHitImpact(453,position, splashanimstart(), splashanimstart()+4);
            if (splash!=null)
            {
                if (ObjectInteraction.PlaySoundEffects)
                {
                    splash.GetComponent<ObjectInteraction>().aud.clip = MusicController.instance.SoundEffects[MusicController.SOUND_EFFECT_SPLASH_1];
                    splash.GetComponent<ObjectInteraction>().aud.Play();
                }
            }
            ObjectInteraction.DestroyObjectFromUW(obj);
        }
    }

    /// <summary>
    /// Gets the appropiate water splash
    /// </summary>
    /// <returns></returns>
    int splashanimstart()
    {
        switch(_RES)
        {
            case GAME_UW2:
                return 34;
            default:
                return 36;
        }
    }

}
<MSG> Fixed missile damage being ridiculously high.
Quick start character has full hp when restarting after death.
NPCS will spawn their loot list when they die if they have no inventory of their own.
Forced references to be created in CreateObjectInteraction for the objectloader.
Reduced AI missile range.
Objects thrown into water make a splash if they are destroyable.
SpillContents will use the containers tileX and tileY for calculations.
<DFF> @@ -7,9 +7,15 @@ public class TileContactWater : TileContact {
 	{
 		if (obj.item_id!=453)
 		{
-			Impact.SpawnHitImpact(453, position, 36, 40);
+			GameObject splash = Impact.SpawnHitImpact(453, position, 36, 40);
+
 			if (IsObjectDestroyable(obj))
-			{			
+			{	
+				if (ObjectInteraction.PlaySoundEffects)
+				{
+					splash.GetComponent<ObjectInteraction>().aud.clip=GameWorldController.instance.getMus().SoundEffects[MusicController.SOUND_EFFECT_SPLASH_1];
+					splash.GetComponent<ObjectInteraction>().aud.Play();
+				}	
 				DestroyObject(obj);
 			}	
 		}

Fixed missile damage being ridiculously high. Quick start character has full hp when restarting after death. NPCS will spawn their loot list when they die if they have no inventory of their own. Forced references to be created in CreateObjectInteraction for the objectloader. Reduced AI missile range. Objects thrown into water make a splash if they are destroyable. SpillContents will use the containers tileX and tileY for calculations.