Always force player camera direction for springs with horizontal thrust component.
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00d64c380d
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9771087554
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@ -345,8 +345,6 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
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if (horizspeed)
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if (horizspeed)
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{
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{
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object->player->drawangle = spring->angle;
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object->player->drawangle = spring->angle;
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if (vertispeed || (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0))
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{
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object->angle = spring->angle;
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object->angle = spring->angle;
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if (!demoplayback || P_AnalogMove(object->player))
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if (!demoplayback || P_AnalogMove(object->player))
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@ -357,7 +355,6 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
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localangle2 = spring->angle;
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localangle2 = spring->angle;
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}
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}
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}
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}
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}
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pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
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pflags = object->player->pflags & (PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_THOKKED|PF_BOUNCING); // I still need these.
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secondjump = object->player->secondjump;
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secondjump = object->player->secondjump;
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