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	Don't start the jump animation until after the actor is airborn
A bit counter-intuitive, but otherwise certain jump animations will improperly add an offset to the initial inertia.
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		|  | @ -794,9 +794,6 @@ void CharacterController::update(float duration) | ||||||
|         } |         } | ||||||
|         else if(vec.z > 0.0f && mJumpState == JumpState_None) |         else if(vec.z > 0.0f && mJumpState == JumpState_None) | ||||||
|         { |         { | ||||||
|             forcestateupdate = true; |  | ||||||
|             mJumpState = JumpState_Falling; |  | ||||||
| 
 |  | ||||||
|             float z = cls.getJump(mPtr); |             float z = cls.getJump(mPtr); | ||||||
|             if(vec.x == 0 && vec.y == 0) |             if(vec.x == 0 && vec.y == 0) | ||||||
|                 vec = Ogre::Vector3(0.0f, 0.0f, z); |                 vec = Ogre::Vector3(0.0f, 0.0f, z); | ||||||
|  |  | ||||||
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