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The bump_to_shoot flag now actually works
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@ -345,7 +345,7 @@ bool pcmove::movepcto() {
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changes.rollback();
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changes.rollback();
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if(!checkonly) flipplayer = false;
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if(!checkonly) flipplayer = false;
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if(!b && items[itCrossbow] == 0 && bow::crossbow_mode() && d >= 0 && !checkonly) {
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if(!b && items[itCrossbow] == 0 && bow::crossbow_mode() && bow::bump_to_shoot && d >= 0 && !checkonly) {
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changes.init(checkonly);
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changes.init(checkonly);
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changes.value_keep(bow::bowpath_map);
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changes.value_keep(bow::bowpath_map);
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b = try_shooting(true);
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b = try_shooting(true);
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