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* Fixes the second of two terse update issues. Physical objects should react normally again.
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@@ -2357,6 +2357,9 @@ Console.WriteLine(" JointCreateFixed");
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{
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// Averate previous velocity with the new one so
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// client object interpolation works a 'little' better
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if (_zeroFlag)
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return Vector3.Zero;
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Vector3 returnVelocity = Vector3.Zero;
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returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
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returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
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