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Attenuate fastfall bounce underwater (resolves #329)
Probably not worth a branch all by itself, and this branch is already pretty wet
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@ -10371,6 +10371,9 @@ boolean K_FastFallBounce(player_t *player)
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}
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}
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if (player->mo->eflags & MFE_UNDERWATER)
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bounce = (117 * bounce) / 200;
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S_StartSound(player->mo, sfx_ffbonc);
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player->mo->momz = bounce * P_MobjFlip(player->mo);
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