Fixed a thing where super float started on the float frame normally and then immediately went to the float run frame a tic later.
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@ -7110,8 +7110,13 @@ static void P_MovePlayer(player_t *player)
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&& (player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
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&& (player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
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&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
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&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
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{
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{
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if (player->panim != PA_RUN && player->mo->state-states != S_PLAY_FLOAT)
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if (player->panim != PA_RUN && player->panim != PA_WALK)
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P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
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{
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if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
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P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
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else
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P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
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}
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player->mo->momz = 0;
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player->mo->momz = 0;
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player->pflags &= ~PF_SPINNING;
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player->pflags &= ~PF_SPINNING;
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