<P>				viewrotation.yaw += 65536/2;
<P>				addyaw(65536/2);
<P>				}
<P>			aturn = 0;
<P>			aforward = astrafe;
<P>			astrafe  = 0;
<P>			aLookup  = 0;
<P>		}
<P>		else
<P>		{
<P>			aForward *= 0.4;
<P>			aStrafe  *= 0.4;
<P>			aLookup  *= 0.24;
<P>			aTurn    *= 0.24;
<P>		}
<P>
<P>		if (vector(Rotation) dot vector(ViewRotation) %LT% 0.0)
<P>			bWalkingBackwards = true;
<P>		if (vector(Rotation) dot vector(ViewRotation) %GT% 0.0)
<P>			bWalkingBackwards = false;
<P>
<P>		if (!bSkating)
<P>		{
<P>		// Update acceleration.
<P>		NewAccel = aForward*X + aStrafe*Y;
<P>		NewAccel.Z = 0;
<P>		// Check for Dodge move
<P>		if ( DodgeDir == DODGE_Active )
