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Increase the effect of lower friction on movefactor
to account for lower friction in this branch
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@ -7167,7 +7167,7 @@ static void P_SpawnFriction(void)
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// movefactor = ((0x10092 - friction)*(0x70))/0x158;
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movefactor = FixedDiv(ORIG_FRICTION, friction);
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if (movefactor < FRACUNIT)
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movefactor = 8*movefactor - 7*FRACUNIT;
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movefactor = 19*movefactor - 18*FRACUNIT;
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else
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movefactor = FRACUNIT; //movefactor = ((friction - 0xDB34)*(0xA))/0x80;
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