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try another way of fixing held object snagging at slow velocity
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@ -302,7 +302,7 @@ bool EntityMotionState::remoteSimulationOutOfSync(uint32_t simulationStep) {
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_serverPosition += dt * _serverVelocity;
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}
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if (_serverActionData != _entity->getActionData()) {
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if (_serverActionData != _entity->getActionData() || _entity->getActionDataDirty()) {
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setOutgoingPriority(SCRIPT_EDIT_SIMULATION_PRIORITY);
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return true;
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}
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