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remove redundant EntityMotionState::updateSendVelocities() call
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@ -138,7 +138,6 @@ void PhysicalEntitySimulation::changeEntityInternal(EntityItemPointer entity) {
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btRigidBody* body = motionState->getRigidBody();
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if (body) {
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body->forceActivationState(ISLAND_SLEEPING);
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motionState->updateSendVelocities(); // has side-effect of zeroing entity velocities for inactive body
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}
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// send packet to remove ownership
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