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Various movement and HUD bug fixes
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@@ -398,7 +398,7 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
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float stepUp = player.GetStepUpHeight();
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bool doStepDown = true;
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CMaterialList material(EMaterialTypes::Unknown);
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CMaterialList material(EMaterialTypes::NoStepLogic);
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SMoveObjectResult result;
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if (!startingJump)
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@@ -437,7 +437,8 @@ void CGroundMovement::MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor&
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CMaterialList material2 = MoveObjectAnalytical(mgr, actor, dt, useNearList, cache, opts, result);
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CPhysicsState physStatePost = actor.GetPhysicsState();
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if (material2.XOR({EMaterialTypes::Unknown}))
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/* NoStepLogic must be the only set material bit to bypass step logic */
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if (material2.XOR({EMaterialTypes::NoStepLogic}))
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{
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SMovementOptions optsCopy = opts;
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zeus::CVector3f postToPre = physStatePre.GetTranslation() - physStatePost.GetTranslation();
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@@ -802,11 +803,10 @@ CMaterialList CGroundMovement::MoveObjectAnalytical(CStateManager& mgr, CPhysics
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{
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if (actor.x15c_force.canBeNormalized())
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{
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zeus::CVector3f prevForce = actor.x15c_force;
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actor.x15c_force = CGroundMovement::CollisionDamping(actor.x15c_force,
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actor.x15c_force.normalized(),
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collisionNorm, 0.f, 1.f);
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if (actor.x15c_force.z < -1000000.f)
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printf("");
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}
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if (actor.x150_momentum.canBeNormalized())
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{
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