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Jump for the 2D game is much more responsive, and instantaneous.
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@ -37,9 +37,6 @@ class TwoDWalker(GravityWalker):
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assert self.debugPrint("isAirborne 0 due to isOnGround() true")
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assert self.debugPrint("isAirborne 0 due to isOnGround() true")
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impact = self.lifter.getImpactVelocity()
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impact = self.lifter.getImpactVelocity()
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messenger.send("jumpLand")
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messenger.send("jumpLand")
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if impact < -5.0:
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self.startJumpDelay(0.2)
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# else, ignore the little potholes.
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assert self.isAirborne == 0
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assert self.isAirborne == 0
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self.priorParent = Vec3.zero()
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self.priorParent = Vec3.zero()
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else:
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else:
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