Maybe don't do player-specific bounce logic unless both mobjs are players
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@ -2231,7 +2231,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y, TryMoveResult_t *re
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mobj_t *mo1 = thing, *mo2 = g_tm.hitthing;
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boolean stomp = false;
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if (mo2->player != NULL)
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if (mo1->player != NULL && mo2->player != NULL) // bounce when players collide
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{
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if (P_IsObjectOnGround(mo2) && mo1->momz < 0)
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{
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