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Corrected an oversight for horizontal springs the introduction of PA_JUMP caused.
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1 changed files with 1 additions and 1 deletions
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@ -211,7 +211,7 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
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P_SetPlayerMobjState(object, S_PLAY_FALL);
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P_SetPlayerMobjState(object, S_PLAY_FALL);
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else // horizontal spring
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else // horizontal spring
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{
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{
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if (pflags & (PF_JUMPED|PF_SPINNING) && object->player->panim == PA_ROLL)
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if (pflags & (PF_JUMPED|PF_SPINNING) && (object->player->panim == PA_ROLL || object->player->panim == PA_JUMP || object->player->panim == PA_FALL))
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object->player->pflags = pflags;
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object->player->pflags = pflags;
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else
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else
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P_SetPlayerMobjState(object, S_PLAY_WALK);
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P_SetPlayerMobjState(object, S_PLAY_WALK);
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