<P>
<P>}
<P>
<P>function Landed( vector HitNormal )
<P>{
<P>	SpawnFootprint();
<P>	SpawnFootprint();
<P>	LandBob = FMax(-50, 0.06 * Velocity.Z);
<P>	Super.Landed(HitNormal);
<P>}
<P>
<P>function DoJump( optional float F )
<P>{
<P>	if ( CarriedDecoration != None && CarriedDecoration.Mass %GT% 20 )
<P>		return;
<P>	else if ( bForceDuck || IsLeaning() )
<P>		return;
<P>	else if ( Physics != PHYS_Walking || bMustJump )
<P>		return;
<P>
<P>	if ( bIsCrouching )
<P>		Super.DoJump();
<P>	else
<P>	{
<P>		bMustJump = true;
<P>		jumpBob = -20;
<P>	}
<P>}
