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More informative comment
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@ -1921,7 +1921,7 @@ static void P_3dMovement(player_t *player)
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if (G_CompatLevel(0x000B)) // Ring Racers 2.1 behavior
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totalthrust.z = FRACUNIT*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes
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else
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totalthrust.z = FixedMul(mapobjectscale, K_GrowShrinkSpeedMul(player))*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes
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totalthrust.z = FixedMul(mapobjectscale, K_GrowShrinkSpeedMul(player))*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes, but scaled for mapobject and player size
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if (K_SlopeResistance(player) == true)
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{
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