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- fixed: Powerup.Strength is a fixed point value, so using it as health amount for PowerRegeneration requires division by FRACUNIT.
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@ -1697,7 +1697,7 @@ void APowerRegeneration::DoEffect()
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{
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{
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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if (Owner != NULL && Owner->health > 0 && (level.time & 31) == 0)
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{
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{
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if (P_GiveBody(Owner, Strength))
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if (P_GiveBody(Owner, Strength/FRACUNIT))
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{
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{
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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S_Sound(Owner, CHAN_ITEM, "*regenerate", 1, ATTN_NORM );
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}
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}
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