if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && player->mo->z > player->mo->floorz))
{
// If the player is moving fast enough,
// break into a run!
if ((player->speed > player->runspeed) && (player->pflags & PF_WALKINGANIM) && (onground || player->powers[pw_super]))
P_SetPlayerMobjState (player->mo, S_PLAY_SPD1);
// Otherwise, just walk.
else if (
#ifndef FLAME
(player->rmomx || player->rmomy)
#else
(player->rmomx || player->rmomy) && player->speed > 5
#endif
&& (player->mo->state == &states[S_PLAY_STND] || player->mo->state == &states[S_PLAY_CARRY] || player->mo->state == &states[S_PLAY_TAP1] || player->mo->state == &states[S_PLAY_TAP2] || player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERSTAND] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
P_SetPlayerMobjState (player->mo, S_PLAY_RUN1);
#ifdef FLAME
else if ((player->rmomx || player->rmomy) && player->speed (Less than) 5
// Check all of this other crap
&& player->mo->state == &states[S_PLAY_STND] || player->mo->state == &states[S_PLAY_CARRY] || player->mo->state == &states[S_PLAY_TAP1] || player->mo->state == &states[S_PLAY_TAP2] || player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERSTAND] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
P_SetPlayerMobjState (player->mo, S_PLAY_PUSH1); // And set the state
#endif
}