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removed the event clearing that happened while airborne. This caused all manner of wierd issues
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@ -270,10 +270,14 @@ handle_entries() {
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_impact_velocity = _current_velocity;
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// These values are used by is_on_ground().
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_current_velocity = _airborne_height = 0.0f;
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}
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/* //ZAC - Commented out, until someone can give me a good reason why we
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//need such wierd behaviour
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} else {
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// ...we're airborne.
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_current_colliding.clear();
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}
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*/
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CPT(TransformState) trans = def._target.get_transform();
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LVecBase3f pos = trans->get_pos();
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