<P>
<P>	if ( LandBob %LT% -0.01 )
<P>	{
<P>		AppliedBob += FMin(1, 16 * deltatime) * LandBob;
<P>		LandBob *= (1 - 8*Deltatime);
<P>	}
<P>
<P>	// Smoke39 - new jump stuff
<P>	if ( jumpBob %LT% -0.01 )
<P>	{
<P>		AppliedBob += FMin( 1, 16*DeltaTime ) * jumpBob;
<P>		jumpBob *= 1 - 8*DeltaTime;
<P>
<P>		if ( jumpBob %GT% -10 && bMustJump )
<P>		{
<P>			if ( Physics == PHYS_Walking )
<P>				Super.DoJump();
<P>
<P>			bMustJump = false;
<P>		}
<P>	}
<P>
<P>	if ( Speed2D %LT% 10 || Physics != PHYS_Walking )
<P>		WalkBob.Z = AppliedBob;// + Bob * 30 * sin(12 * BobTime);  %LT%- Unreal "breathe" effect
<P>	else
<P>		WalkBob.Z = AppliedBob + Bob * Speed2D * sin(12 * BobTime);
