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if (CrouchMoving && !PlayerStatusCheck(0xDE)) // 0xDE seems to make sure we aren't in first person mode
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{
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if (!CrouchWalkEnabled)
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plWork->motion = PlayerSetMotion(work, PlayerMotion::RunUpwards); // we must set the motion to something unusable on the first run, otherwise the anim won't reset properly
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else
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plWork->motion = PlayerSetMotion(work, PlayerMotion::StandMoveStalk); // hijack the stalking motion
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