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Fixed arrows dealing damage to entities if entity walked near arrow that stuck to terrain several seconds prior.
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@ -419,7 +419,10 @@ impl<'a> PhysicsData<'a> {
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<= pos_other.z
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+ z_limits_other.1 * previous_cache_other.scale
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{
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if !collided {
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// If entities have not yet collided this tick (but just
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// did) and if entity is either in mid air or is not sticky,
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// then mark them as colliding with the other entity
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if !collided && (is_mid_air || !is_sticky) {
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physics.touch_entities.insert(*other);
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entity_entity_collisions += 1;
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}
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