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@ -94,6 +94,10 @@
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#include "game/game.h"
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#endif
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#ifndef __FX_FX_H__
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#include "fx\fx.h"
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#endif
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/* Std Lib
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------- */
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@ -341,13 +345,22 @@ void CPlayerModeBase::thinkVerticalMovement()
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playerHasHitGround();
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pos=m_player->getPlayerPos();
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if(m_player->getHeightFromGround(pos.vx,pos.vy,5)==0&&
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(CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy)&COLLISION_TYPE_MASK)==COLLISION_TYPE_FLAG_SOAKUP&&
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!m_player->getIsHelmetSoFullThatIDontNeedToSoakUp())
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(CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy)&COLLISION_TYPE_MASK)==COLLISION_TYPE_FLAG_SOAKUP)
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{
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// Hit water - Go into soakup mode
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// Hit water - Make a splash!
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DVECTOR pos;
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CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_SPLASH_INTO_WATER);
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pos=getPlayerPos();
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pos.vy-=40;
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CFX::Create(CFX::FX_TYPE_SPLASH_WATER,pos);
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if(!m_player->getIsHelmetSoFullThatIDontNeedToSoakUp())
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{
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// Not got full water levels - Go into soakup mode
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setState(STATE_SOAKUP);
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}
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}
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}
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else if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&& // Hmm.. (pkg)
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m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
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m_currentState!=STATE_JUMP&&m_currentState!=STATE_SPRINGUP&&
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