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Use <= 0 so it happens while respawning.
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@ -2811,7 +2811,7 @@ void P_PlayerZMovement(mobj_t *mo)
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// Even out pitch & roll slowly over time when falling.
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// Helps give OpenGL models a bit of the tumble tell.
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if (P_MobjFlip(mo) * mo->momz < 0)
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if (P_MobjFlip(mo) * mo->momz <= 0)
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{
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const angle_t evenSpeed = (ANG1 << 1) / 3; // 0.66 degrees
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INT32 pitchDelta = AngleDeltaSigned(mo->pitch, 0);
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