Allow the Forcespin sector type to be used with intangible fofs
Didn't think simply removing the P_IsObjectOnGround was gonna work, but apparently it does.
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@ -4669,7 +4669,7 @@ DoneSection2:
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break;
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case 7: // Make player spin
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if (!(player->pflags & PF_SPINNING) && P_IsObjectOnGround(player->mo))
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if (!(player->pflags & PF_SPINNING))
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{
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player->pflags |= PF_SPINNING;
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P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
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