QL-style auto-hop with smooth stair traversal
Backports key Quake Live movement mechanics to Q3: - Auto-hop: remove PMF_JUMP_HELD gate so holding jump bunny-hops continuously. The Pmove() outer loop already forces upmove=20. - Air steps: remove Q3's velocity[2]>0 gate in PM_StepSlideMove, allowing step-ups while airborne for bunny-hop stair traversal. - Conditional velocity clip: only clip velocity to step-down surface when moving INTO it. Preserve upward momentum when velocity is already moving away from the surface. This is the key mechanic for smooth stair hopping. - 100ms jump cooldown via lastJumpTime (networked in playerState_t) to prevent same-frame double-fires. - PM_Jump/PM_CanJump extracted for reuse by future features (step jump, double jump, etc). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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5 changed files with 66 additions and 20 deletions
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@ -26,7 +26,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define STEPSIZE 18
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#define STEPSIZE 18
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#define JUMP_VELOCITY 270
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#define JUMP_VELOCITY 275
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#define TIMER_LAND 130
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#define TIMER_LAND 130
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#define TIMER_GESTURE (34*66+50)
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#define TIMER_GESTURE (34*66+50)
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@ -77,6 +77,8 @@ void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
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void PM_AddTouchEnt( int entityNum );
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void PM_AddTouchEnt( int entityNum );
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void PM_AddEvent( int newEvent );
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void PM_AddEvent( int newEvent );
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qboolean PM_CanJump( void );
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void PM_Jump( void );
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qboolean PM_SlideMove( qboolean gravity );
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qboolean PM_SlideMove( qboolean gravity );
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void PM_StepSlideMove( qboolean gravity );
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void PM_StepSlideMove( qboolean gravity );
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@ -353,32 +353,55 @@ static void PM_SetMovementDir( void ) {
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/*
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/*
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=============
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=============
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PM_CheckJump
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PM_Jump
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Applies jump velocity, event, and animation.
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Extracted from PM_CheckJump so it can be called
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from other contexts (step jump, double jump, etc).
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=============
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=============
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*/
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*/
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static qboolean PM_CheckJump( void ) {
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/*
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=============
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PM_CanJump
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Returns qtrue if a jump would succeed right now.
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Checks both player state AND input (upmove >= 10).
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Used by PM_StepSlideMove to decide whether stepping
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up stairs should trigger a jump.
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=============
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*/
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qboolean PM_CanJump( void ) {
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if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
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if ( pm->ps->pm_flags & PMF_RESPAWNED ) {
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return qfalse; // don't allow jump until all buttons are up
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return qfalse;
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}
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if ( pm->ps->pm_type != PM_NORMAL ) {
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return qfalse;
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}
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}
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if ( pm->cmd.upmove < 10 ) {
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if ( pm->cmd.upmove < 10 ) {
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// not holding jump
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return qfalse;
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return qfalse;
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}
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}
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// must wait for jump to be released
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// QL: 100ms minimum delay between jumps.
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if ( pm->ps->pm_flags & PMF_JUMP_HELD ) {
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// Prevents same-frame double-fires. Step jumps launch the player
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// clear upmove so cmdscale doesn't lower running speed
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// high enough (~400ms airtime) that the next stair collision
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pm->cmd.upmove = 0;
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// naturally exceeds this threshold.
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if ( pm->cmd.serverTime - pm->ps->lastJumpTime < 100 ) {
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return qfalse;
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return qfalse;
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}
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}
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return qtrue;
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}
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void PM_Jump( void ) {
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pml.groundPlane = qfalse; // jumping away
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pml.groundPlane = qfalse; // jumping away
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pml.walking = qfalse;
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pml.walking = qfalse;
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pm->ps->pm_flags |= PMF_JUMP_HELD;
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pm->ps->pm_flags |= PMF_JUMP_HELD;
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pm->ps->groundEntityNum = ENTITYNUM_NONE;
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pm->ps->groundEntityNum = ENTITYNUM_NONE;
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pm->ps->velocity[2] = JUMP_VELOCITY;
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pm->ps->velocity[2] = JUMP_VELOCITY;
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pm->ps->lastJumpTime = pm->cmd.serverTime;
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PM_AddEvent( EV_JUMP );
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PM_AddEvent( EV_JUMP );
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if ( pm->cmd.forwardmove >= 0 ) {
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if ( pm->cmd.forwardmove >= 0 ) {
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@ -388,6 +411,23 @@ static qboolean PM_CheckJump( void ) {
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PM_ForceLegsAnim( LEGS_JUMPB );
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PM_ForceLegsAnim( LEGS_JUMPB );
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pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
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pm->ps->pm_flags |= PMF_BACKWARDS_JUMP;
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}
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}
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}
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/*
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=============
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PM_CheckJump
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=============
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*/
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static qboolean PM_CheckJump( void ) {
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if ( !PM_CanJump() ) {
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return qfalse;
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}
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// QL autohop: no PMF_JUMP_HELD gate here.
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// The Pmove() outer loop forces upmove=20 when
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// PMF_JUMP_HELD is set, allowing continuous bunny hopping.
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PM_Jump();
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return qtrue;
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return qtrue;
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}
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}
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@ -246,15 +246,9 @@ void PM_StepSlideMove( qboolean gravity ) {
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return; // we got exactly where we wanted to go first try
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return; // we got exactly where we wanted to go first try
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}
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}
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VectorCopy(start_o, down);
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// QL pm_airSteps: allow step-ups with upward velocity.
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down[2] -= STEPSIZE;
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// Q3 blocked step-ups during jumps unless ground was directly below.
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pm->trace (&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
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// This prevented smooth stair traversal while bunny-hopping.
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VectorSet(up, 0, 0, 1);
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// never step up when you still have up velocity
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if ( pm->ps->velocity[2] > 0 && (trace.fraction == 1.0 ||
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DotProduct(trace.plane.normal, up) < 0.7)) {
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return;
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}
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VectorCopy (pm->ps->origin, down_o);
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VectorCopy (pm->ps->origin, down_o);
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VectorCopy (pm->ps->velocity, down_v);
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VectorCopy (pm->ps->velocity, down_v);
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@ -285,9 +279,15 @@ void PM_StepSlideMove( qboolean gravity ) {
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if ( !trace.allsolid ) {
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if ( !trace.allsolid ) {
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VectorCopy (trace.endpos, pm->ps->origin);
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VectorCopy (trace.endpos, pm->ps->origin);
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}
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}
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// QL: only clip velocity to step surface when moving INTO it.
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// Skip clip when velocity is already moving away (preserves
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// upward momentum through stair steps during bunny-hopping).
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if ( trace.fraction < 1.0 ) {
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if ( trace.fraction < 1.0 ) {
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float vdotn = DotProduct( pm->ps->velocity, trace.plane.normal );
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if ( vdotn < 0 || fabs( vdotn ) < 0.001f ) {
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PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
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PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
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}
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}
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}
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#if 0
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#if 0
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// if the down trace can trace back to the original position directly, don't step
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// if the down trace can trace back to the original position directly, don't step
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@ -1212,6 +1212,9 @@ typedef struct playerState_s {
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int pmove_framecount; // FIXME: don't transmit over the network
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int pmove_framecount; // FIXME: don't transmit over the network
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int jumppad_frame;
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int jumppad_frame;
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int entityEventSequence;
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int entityEventSequence;
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// QL additions
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int lastJumpTime; // serverTime of last jump, for 100ms cooldown
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} playerState_t;
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} playerState_t;
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@ -1147,7 +1147,8 @@ netField_t playerStateFields[] =
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{ PSF(grapplePoint[1]), 0 },
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{ PSF(grapplePoint[1]), 0 },
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{ PSF(grapplePoint[2]), 0 },
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{ PSF(grapplePoint[2]), 0 },
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{ PSF(jumppad_ent), 10 },
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{ PSF(jumppad_ent), 10 },
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{ PSF(loopSound), 16 }
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{ PSF(loopSound), 16 },
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{ PSF(lastJumpTime), 32 }
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};
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};
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/*
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/*
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