Refactor loading
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@@ -44,7 +44,7 @@ pub fn compute_ground_accel(
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} else {
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let mut accel = accel;
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let ground_max_horizontal_velocity =
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game_settings.figher_common.ground_max_horizontal_velocity;
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game_settings.fighter_common.ground_max_horizontal_velocity;
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if !(gr_vel * accel < FGi32::ZERO) {
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// accelerating, not reversing
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if accel > FGi32::ZERO {
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@@ -146,7 +146,7 @@ pub fn collide_with_stage_grounded(
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pub fn grounded_movement_common_interrupts(
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state_context: &FighterStateContext,
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ground_common: &GroundedStateCommon
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ground_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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super::jump::check_input(state_context, ground_common)
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}
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