Use animation frame data where possible
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@@ -68,7 +68,6 @@ impl FighterStateImpl for JumpSquatState {
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}
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Some(FighterState::AirDodge(AirDodgeState {
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duration_counter: 0,
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direction: wavedash_dir.normalize_or_zero(),
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}))
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} else if self.duration_counter
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@@ -241,8 +240,7 @@ impl FighterStateImpl for JumpState {
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current_line_id: res.line_id,
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};
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Some(FighterState::Land(LandingState {
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grounded_common,
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duration_counter: 0,
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grounded_common
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}))
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} else {
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None
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