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can now fling up and down as well as in xz plane
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@ -100,7 +100,6 @@ function flingObject() {
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flingVelocity = Vec3.subtract(entityProps.position, prevPosition);
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flingVelocity = Vec3.multiply(flingMultiplier, flingVelocity);
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flingVelocity.y = 0;
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Entities.editEntity(grabbedEntity, {
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velocity: flingVelocity
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});
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