diff --git a/src/p_mobj.c b/src/p_mobj.c index 90d21859b..8901622ce 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -164,7 +164,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state) #endif // Catch falling for nojumpspin - if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0 || player->pflags & PF_THOKKED)) + if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0)) return P_SetPlayerMobjState(mobj, S_PLAY_FALL); // Catch swimming versus flying diff --git a/src/p_user.c b/src/p_user.c index 3ddbf3c3f..abe6816f7 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -6532,7 +6532,7 @@ static void P_MovePlayer(player_t *player) // If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.) if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0) || ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP)) - && (P_MobjFlip(player->mo)*player->mo->momz < 0 || player->pflags & PF_THOKKED))) + && (P_MobjFlip(player->mo)*player->mo->momz < 0))) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); // If doing an air animation but on the ground, change back! else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)