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@ -724,7 +724,7 @@ impl TouchingState{
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//add accelerators
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for contact in &self.contacts{
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match models.attr(contact.convex_mesh_id.model_id){
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PhysicsCollisionAttributes::Contact{contacting,general}=>{
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PhysicsCollisionAttributes::Contact{contacting:_,general}=>{
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match &general.accelerator{
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Some(accelerator)=>a+=accelerator.acceleration,
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None=>(),
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@ -735,7 +735,7 @@ impl TouchingState{
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}
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for intersect in &self.intersects{
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match models.attr(intersect.convex_mesh_id.model_id){
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PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
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PhysicsCollisionAttributes::Intersect{intersecting:_,general}=>{
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match &general.accelerator{
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Some(accelerator)=>a+=accelerator.acceleration,
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None=>(),
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@ -1435,7 +1435,7 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
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match &walk_state.target{
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//you are not supposed to reach a walk target which is already reached!
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TransientAcceleration::Reached=>unreachable!(),
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TransientAcceleration::Reachable{acceleration,time}=>{
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TransientAcceleration::Reachable{acceleration:_,time:_}=>{
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//velocity is already handled by advance_time
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//we know that the acceleration is precisely zero because the walk target is known to be reachable
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//which means that gravity can be fully cancelled
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