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Added check to prevent melee leaps from stalling in liquids
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@ -101,7 +101,7 @@ impl CharacterBehavior for Data {
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timer: tick_attack_or_default(data, self.timer, None),
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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..*self
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});
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});
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} else if data.physics.on_ground.is_some() {
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} else if data.physics.on_ground.is_some() | data.physics.in_liquid().is_some() {
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// Transitions to swing portion of state upon hitting ground
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// Transitions to swing portion of state upon hitting ground
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update.character = CharacterState::LeapMelee(Data {
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update.character = CharacterState::LeapMelee(Data {
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timer: Duration::default(),
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timer: Duration::default(),
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