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Don't nerf results
Fast-fall bounce speed can't reduce your speed if the conversion would've been lower
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@ -10611,7 +10611,7 @@ boolean K_FastFallBounce(player_t *player)
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if (player->curshield == KSHIELD_BUBBLE)
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{
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S_StartSound(player->mo, sfx_s3k44);
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P_InstaThrust(player->mo, player->mo->angle, abs(player->fastfall));
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P_InstaThrust(player->mo, player->mo->angle, max(player->speed, abs(player->fastfall)));
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}
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else
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{
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