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Giving S_PLAY_DEAD A_Fall again so player death sequence doesn't break ...for now.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9035 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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@ -119,7 +119,7 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_WALK, 4, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_WALK
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{SPR_PLAY, SPR2_RUN , 2, {NULL}, 0, 0, S_PLAY_RUN}, // S_PLAY_RUN
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{SPR_PLAY, SPR2_PAIN, 350, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_PAIN
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{SPR_PLAY, SPR2_DEAD, 4, {NULL}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
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{SPR_PLAY, SPR2_DEAD, 4, {A_Fall}, 0, 0, S_PLAY_DEAD}, // S_PLAY_DEAD
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{SPR_PLAY, SPR2_SPIN, 1, {NULL}, 0, 0, S_PLAY_SPIN}, // S_PLAY_SPIN
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{SPR_PLAY, SPR2_GASP, 14, {NULL}, 0, 0, S_PLAY_WALK}, // S_PLAY_GASP
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{SPR_PLAY, SPR2_JUMP, -1, {NULL}, 0, 0, S_PLAY_FALL}, // S_PLAY_JUMP
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