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engine: do not reset flNextPrimaryMove in pmove struct, as it's used by modders
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@@ -827,7 +827,6 @@ static void CL_SetupPMove( playermove_t *pmove, const local_state_t *from, const
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pmove->flFallVelocity = ps->flFallVelocity;
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pmove->flSwimTime = (float)cd->flSwimTime;
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VectorCopy( cd->punchangle, pmove->punchangle );
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pmove->flNextPrimaryAttack = 0.0f; // not used by PM_ code
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pmove->effects = ps->effects;
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pmove->flags = cd->flags;
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pmove->gravity = ps->gravity;
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