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High framerate problem wasn't fully fixed, let's try this again.
Little addition to 7891a2f011
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1 changed files with 5 additions and 1 deletions
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@ -6977,7 +6977,11 @@ void Avatar::onUpdate(float dt)
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{
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/*collideCheck:*/
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if (!isSwimming() && vel.getLength2D() < sqr(2))
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// Beware: This code may cause clamping vel to zero if the framerate is very high.
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// Starting with zero vel, low difftimes will cause an addVec small enough that this
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// check will always trigger, and vel will never get larger than zero.
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// Under water and swimming check should hopefully prevent this from happening. -- FG
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if (_isUnderWater && !isSwimming() && vel.getLength2D() < sqr(2))
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{
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vel = Vector(0,0,0);
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}
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