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Add machine dashmode as a condition for gap passage.
(Also remove the sprite2 check, we don't need to be that stingy since PlayerHeight hooks allow greater control over that now!)
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@ -12972,6 +12972,8 @@ boolean P_PlayerCanEnterSpinGaps(player_t *player)
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return ((player->pflags & (PF_SPINNING|PF_GLIDING)) // players who are spinning or gliding
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|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING) // players who are landing from a glide
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|| ((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
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&& player->dashmode >= DASHMODE_THRESHOLD && player->mo->state-states == S_PLAY_DASH) // machine players in dashmode
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|| JUMPCURLED(player)); // players who are jumpcurled, but only if they would normally jump that way
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}
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