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Don't use movement efficiency for orientation
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@ -245,7 +245,7 @@ pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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/// Updates components to move player as if theyre on ground or in air
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#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
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fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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handle_orientation(data, update, efficiency);
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handle_orientation(data, update, 1.0);
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let accel = if data.physics.on_ground {
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data.body.base_accel()
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