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- SW: Don't bob the actual sprite's Z since we apply it as an offset in the draw code.
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@ -1774,7 +1774,6 @@ void DoPlayerSpriteBob(PLAYER* pp, double player_height, double bobamt, short bo
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{
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{
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pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
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pp->bob_ndx = (pp->bob_ndx + (synctics << bob_speed)) & 2047;
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pp->pbob_amt = bobamt * BobVal(pp->bob_ndx);
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pp->pbob_amt = bobamt * BobVal(pp->bob_ndx);
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pp->actor->spr.pos.Z = pp->posZget() + player_height + pp->pbob_amt;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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