From 4168fc02cb17f457f543fe2b9d0ca1126dcc4621 Mon Sep 17 00:00:00 2001
From: toasterbabe <rollerorbital@gmail.com>
Date: Sun, 17 Jul 2016 18:57:03 +0100
Subject: [PATCH] Decided the forcing of S_PLAY_FALL when PF_THOKKED was
 present wasn't that great.

---
 src/p_mobj.c | 2 +-
 src/p_user.c | 2 +-
 2 files changed, 2 insertions(+), 2 deletions(-)

diff --git a/src/p_mobj.c b/src/p_mobj.c
index 90d21859b4..8901622cee 100644
--- a/src/p_mobj.c
+++ b/src/p_mobj.c
@@ -164,7 +164,7 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
 #endif
 
 	// Catch falling for nojumpspin
-	if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0 || player->pflags & PF_THOKKED))
+	if ((state == S_PLAY_JUMP) && (player->charflags & SF_NOJUMPSPIN) && (P_MobjFlip(mobj)*mobj->momz < 0))
 		return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
 
 	// Catch swimming versus flying
diff --git a/src/p_user.c b/src/p_user.c
index 3ddbf3c3f8..abe6816f7d 100644
--- a/src/p_user.c
+++ b/src/p_user.c
@@ -6532,7 +6532,7 @@ static void P_MovePlayer(player_t *player)
 	// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.)
 	if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
 		|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
-			&& (P_MobjFlip(player->mo)*player->mo->momz < 0 || player->pflags & PF_THOKKED)))
+			&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
 		P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
 	// If doing an air animation but on the ground, change back!
 	else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)
-- 
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