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Disable some code which sometimes makes the player enter walking frames when jumping up to a platform, such as the CEZ3 buttons, despite still being in jumping mode.
If this causes more problems than it solves it can be reverted, but doing a bunch of playthroughs of DSZ1/2, GFZ1, and CEZ3 didn't seem to uncover anything, so I'm tentatively putting it in this branch.
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@ -4001,6 +4001,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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}
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else
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{
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#if 0 // i don't know why this is here, it's causing a few undesired state glitches, and disabling it doesn't appear to negatively affect the game, but i don't want it gone permanently just in case some obscure bug crops up
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if (!(mobj->player->powers[pw_carry] == CR_NIGHTSMODE)) // used for drilling
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mobj->player->pflags &= ~PF_STARTJUMP;
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mobj->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
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@ -4010,6 +4011,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
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mobj->player->powers[pw_tailsfly] = 0;
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P_SetPlayerMobjState(mobj, S_PLAY_WALK);
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}
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#endif
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mobj->eflags &= ~MFE_JUSTHITFLOOR;
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}
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