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- Blood: When dead, ensure player's horizon scales to max horizon value like before (old horizon was based on 0, not 100, so 100+120 is gi->playerHorizMax().
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@ -1364,7 +1364,7 @@ void ProcessInput(PLAYER *pPlayer)
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}
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pPlayer->deathTime += 4;
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if (!bSeqStat)
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playerAddHoriz(&pPlayer->q16horiz, &pPlayer->horizAdjust, FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), IntToFixed(120)) - pPlayer->q16horiz));
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playerAddHoriz(&pPlayer->q16horiz, &pPlayer->horizAdjust, FixedToFloat(mulscale16(0x8000-(Cos(ClipHigh(pPlayer->deathTime<<3, 1024))>>15), gi->playerHorizMax()) - pPlayer->q16horiz));
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if (pPlayer->curWeapon)
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pInput->setNewWeapon(pPlayer->curWeapon);
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if (pInput->actions & SB_OPEN)
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