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Higher fastfall gravity with bubble
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@ -1172,6 +1172,8 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
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const fixed_t mult = 3*FRACUNIT + (3 * FixedDiv(mo->player->fastfallBase, unit));
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gravityadd = FixedMul(gravityadd, mult);
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if (mo->player->curshield == KSHIELD_BUBBLE)
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gravityadd *= 2;
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}
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}
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else
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