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- SW: Wrap calls that add/subtract PLAYER::PlayerNowPosition.Z
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6226d302f5
commit
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2 changed files with 19 additions and 15 deletions
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@ -724,6 +724,10 @@ struct PLAYER
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{
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{
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PlayerNowPosition.Z = val;
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PlayerNowPosition.Z = val;
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}
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}
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void posZadd(const double val)
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{
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PlayerNowPosition.Z += val;
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}
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};
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};
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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extern PLAYER Player[MAX_SW_PLAYERS_REG+1];
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@ -1486,7 +1486,7 @@ void DoPlayerSetWadeDepth(PLAYER* pp)
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void DoPlayerHeight(PLAYER* pp)
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void DoPlayerHeight(PLAYER* pp)
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{
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{
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double diff = pp->PlayerNowPosition.Z - (pp->loz - PLAYER_HEIGHTF);
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double diff = pp->PlayerNowPosition.Z - (pp->loz - PLAYER_HEIGHTF);
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pp->PlayerNowPosition.Z -= diff * 0.375;
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pp->posZadd(-diff * 0.375);
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}
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}
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void DoPlayerJumpHeight(PLAYER* pp)
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void DoPlayerJumpHeight(PLAYER* pp)
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@ -1504,7 +1504,7 @@ void DoPlayerJumpHeight(PLAYER* pp)
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void DoPlayerCrawlHeight(PLAYER* pp)
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void DoPlayerCrawlHeight(PLAYER* pp)
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{
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{
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double diff = pp->PlayerNowPosition.Z - (pp->loz - PLAYER_CRAWL_HEIGHTF);
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double diff = pp->PlayerNowPosition.Z - (pp->loz - PLAYER_CRAWL_HEIGHTF);
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pp->PlayerNowPosition.Z -= diff * 0.375;
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pp->posZadd(-diff * 0.375);
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -2986,7 +2986,7 @@ void DoPlayerJump(PLAYER* pp)
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}
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}
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// adjust height by jump speed
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// adjust height by jump speed
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pp->PlayerNowPosition.Z += pp->jump_speed * JUMP_FACTOR;
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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// if player gets to close the ceiling while jumping
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// if player gets to close the ceiling while jumping
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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if (PlayerCeilingHit(pp, pp->hiz + 4))
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@ -3060,7 +3060,7 @@ void DoPlayerForceJump(PLAYER* pp)
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}
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}
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// adjust height by jump speed
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// adjust height by jump speed
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pp->PlayerNowPosition.Z += pp->jump_speed * JUMP_FACTOR;
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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// if player gets to close the ceiling while jumping
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// if player gets to close the ceiling while jumping
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//if (pp->PlayerNowPositionz < pp->hiz + Z(4))
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//if (pp->PlayerNowPositionz < pp->hiz + Z(4))
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@ -3161,7 +3161,7 @@ void DoPlayerFall(PLAYER* pp)
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pp->jump_speed = 4100;
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pp->jump_speed = 4100;
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// adjust player height by jump speed
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// adjust player height by jump speed
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pp->PlayerNowPosition.Z += pp->jump_speed * JUMP_FACTOR;
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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if (pp->jump_speed > 2000)
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if (pp->jump_speed > 2000)
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{
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{
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@ -3227,7 +3227,7 @@ void DoPlayerFall(PLAYER* pp)
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// this was causing the z to snap immediately
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// this was causing the z to snap immediately
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// changed it so it stays gradual
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// changed it so it stays gradual
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pp->PlayerNowPosition.Z += recoil_amnt;
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pp->posZadd(recoil_amnt);
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DoPlayerHeight(pp);
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DoPlayerHeight(pp);
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}
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}
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@ -3421,7 +3421,7 @@ void DoPlayerClimb(PLAYER* pp)
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// moving UP
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// moving UP
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if (climbVel > 0)
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if (climbVel > 0)
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{
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{
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pp->PlayerNowPosition.Z -= climbVel;
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pp->posZadd(-climbVel);
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pp->climb_ndx &= 1023;
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pp->climb_ndx &= 1023;
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// if player gets to close the ceiling while climbing
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// if player gets to close the ceiling while climbing
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@ -3455,7 +3455,7 @@ void DoPlayerClimb(PLAYER* pp)
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// move DOWN
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// move DOWN
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if (climbVel < 0)
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if (climbVel < 0)
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{
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{
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pp->PlayerNowPosition.Z -= climbVel;
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pp->posZadd(-climbVel);
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pp->climb_ndx &= 1023;
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pp->climb_ndx &= 1023;
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// if you are touching the floor
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// if you are touching the floor
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@ -3790,7 +3790,7 @@ void DoPlayerFly(PLAYER* pp)
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pp->z_speed *= FixedToFloat(58000);
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pp->z_speed *= FixedToFloat(58000);
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pp->PlayerNowPosition.Z += pp->z_speed;
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pp->posZadd(pp->z_speed);
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// Make the min distance from the ceiling/floor match bobbing amount
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// Make the min distance from the ceiling/floor match bobbing amount
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// so the player never goes into the ceiling/floor
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// so the player never goes into the ceiling/floor
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@ -3990,7 +3990,7 @@ int PlayerCanDive(PLAYER* pp)
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{
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{
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if (PlayerInDiveArea(pp))
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if (PlayerInDiveArea(pp))
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{
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{
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pp->PlayerNowPosition.Z += 20;
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pp->posZadd(20);
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pp->z_speed = 20;
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pp->z_speed = 20;
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pp->jump_speed = 0;
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pp->jump_speed = 0;
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@ -4357,7 +4357,7 @@ void DoPlayerWarpToSurface(PLAYER* pp)
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DoPlayerZrange(pp);
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DoPlayerZrange(pp);
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DoPlayerSetWadeDepth(pp);
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DoPlayerSetWadeDepth(pp);
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pp->PlayerNowPosition.Z -= pp->WadeDepth;
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pp->posZadd(-pp->WadeDepth);
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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pp->PlayerPrevPosition = pp->PlayerNowPosition;
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@ -4683,7 +4683,7 @@ void DoPlayerDive(PLAYER* pp)
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if (abs(pp->z_speed) < 1./16)
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if (abs(pp->z_speed) < 1./16)
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pp->z_speed = 0;
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pp->z_speed = 0;
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pp->PlayerNowPosition.Z += pp->z_speed;
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pp->posZadd(pp->z_speed);
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if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursector))
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if (pp->z_speed < 0 && FAF_ConnectArea(pp->cursector))
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{
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{
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@ -5583,7 +5583,7 @@ void DoPlayerDeathJump(PLAYER* pp)
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}
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}
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// adjust height by jump speed
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// adjust height by jump speed
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pp->PlayerNowPosition.Z += pp->jump_speed * JUMP_FACTOR;
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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// if player gets to close the ceiling while jumping
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// if player gets to close the ceiling while jumping
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//if (pp->posz < pp->hiz + Z(4))
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//if (pp->posz < pp->hiz + Z(4))
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@ -5620,7 +5620,7 @@ void DoPlayerDeathFall(PLAYER* pp)
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pp->jump_speed += PLAYER_DEATH_GRAV;
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pp->jump_speed += PLAYER_DEATH_GRAV;
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// adjust player height by jump speed
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// adjust player height by jump speed
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pp->PlayerNowPosition.Z += pp->jump_speed * JUMP_FACTOR;
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pp->posZadd(pp->jump_speed * JUMP_FACTOR);
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if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK))
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if (pp->lo_sectp && (pp->lo_sectp->extra & SECTFX_SINK))
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{
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{
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@ -6390,7 +6390,7 @@ void DoPlayerDeathDrown(PLAYER* pp)
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if ((pp->Flags & PF_FALLING))
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if ((pp->Flags & PF_FALLING))
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{
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{
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pp->PlayerNowPosition.Z += 2;
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pp->posZadd(2);
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if (MoveSkip2 == 0)
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if (MoveSkip2 == 0)
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actor->spr.pos.Z += 4;
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actor->spr.pos.Z += 4;
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