PMoveCustom_: Check for MOVETYPE_NONE and disable any further interaction.
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@ -564,6 +564,9 @@ PMoveCustom_Move(void)
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void
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PMoveCustom_RunPlayerPhysics(entity target)
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{
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if (target.movetype == MOVETYPE_NONE)
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return;
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entity oldself = self;
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self = target;
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@ -595,6 +598,9 @@ PMoveCustom_RunPlayerPhysics(entity target)
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void
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PMoveCustom_RunCrouchPhysics(entity target)
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{
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if (target.movetype == MOVETYPE_NONE)
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return;
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int iFixCrouch = FALSE;
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if (input_buttons & INPUT_BUTTON8) {
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target.flags |= FL_CROUCHING;
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