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Made behaviour during GlideWield more clean
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@ -192,8 +192,15 @@ fn maintain_if_gliding(bdata: &mut BehaviorData) -> bool {
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.glider_flight(bdata.controller, bdata.read_data);
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true
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},
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CharacterState::GlideWield(_) if bdata.agent_data.physics_state.on_ground.is_some() => {
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bdata.controller.push_action(ControlAction::Unwield);
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CharacterState::GlideWield(_) => {
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if bdata.agent_data.physics_state.on_ground.is_some() {
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bdata.controller.push_action(ControlAction::Unwield);
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}
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// Always stop execution if during GlideWield.
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// - If on ground, the line above will unwield the glider on next
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// tick
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// - If in air, we probably wouldn't want to do anything anyway, as
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// character state code will shift itself to glide on next tick
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true
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},
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_ => false,
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