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Putting workaround right. At the cost of some swimup foggyness.
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@ -264,7 +264,7 @@ public class SurvivalFly extends Check {
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// Swimming...
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if (yDistance >= 0){
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// TODO: This is more simple to test.
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if (!to.isInLiquid() || toOnGround && yDistance <= 0.5 || data.sfLastYDist - yDistance <= 0.1){
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if (!to.isInLiquid() || yDistance <= 0.5 && (toOnGround || data.sfLastYDist - yDistance >= 0.010)){
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// TODO: Friction in water...
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vAllowedDistance = swimmingSpeed + 0.5;
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}
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