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BulletSim: fix the FloatOnWater code so avatars can normally go underwater.
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@@ -234,7 +234,7 @@ public class BSCharacter : BSPhysObject
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_position.Z = terrainHeight + 2.0f;
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ret = true;
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}
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if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) == 0)
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if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
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{
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float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
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if (Position.Z < waterHeight)
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