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Adjusted the assert conditions in DoJump()
- With multiple A_Jump calls possible in a single action now, it is now possible for DoJump() to be called with a callingstate that does not match self->state because the state had been changed by a prior A_Jump in the same action function.
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@ -676,7 +676,7 @@ static void DoJump(AActor *self, AActor *stateowner, FState *callingstate, FStat
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{
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{
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P_SetPsprite(self->player, ps_flash, jumpto);
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P_SetPsprite(self->player, ps_flash, jumpto);
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}
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}
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else if (callingstate == self->state)
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else if (callingstate == self->state || (self->ObjectFlags & OF_StateChanged))
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{
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{
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// Rather than using self->SetState(jumpto) to set the state,
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// Rather than using self->SetState(jumpto) to set the state,
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// set the state directly. Since this function is only called by
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// set the state directly. Since this function is only called by
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