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Also soften wipeout
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@ -3343,6 +3343,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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softenTumble = true;
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softenTumble = true;
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break;
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break;
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case DMG_NORMAL:
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case DMG_NORMAL:
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case DMG_WIPEOUT:
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type = DMG_STUMBLE;
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type = DMG_STUMBLE;
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player->ringburst += 5; // THERE IS SIMPLY NO HOPE AT THIS POINT
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player->ringburst += 5; // THERE IS SIMPLY NO HOPE AT THIS POINT
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K_PopPlayerShield(player);
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K_PopPlayerShield(player);
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