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Use PF_NOJUMPDAMAGE for whirlwind jump instead of removing jump flags (resolves #771)
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@ -4977,7 +4977,7 @@ void P_DoJumpShield(player_t *player)
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}
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else
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{
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player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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player->pflags |= PF_NOJUMPDAMAGE;
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P_SetMobjState(player->mo, S_PLAY_FALL);
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S_StartSound(player->mo, sfx_wdjump);
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}
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