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Hack around the qc code to restore its jump sound when using autobunny.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5860 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -7515,6 +7515,8 @@ if (sv_player->v->health > 0 && before && !after )
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else
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sv_player->v->watertype = Q1CONTENTS_EMPTY;
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if (pmove.jump_held && movevars.autobunny) //make sure the qc thinks we released the button at some point, triggering a new jump sound.
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sv_player->v->flags = (int)sv_player->v->flags | FL_JUMPRELEASED;
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if (pmove.onground)
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{
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sv_player->v->flags = (int)sv_player->v->flags | FL_ONGROUND;
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