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clear internal bullet flag before switching entity to kinematic
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@ -88,6 +88,7 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
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motionState->updateBodyVelocities();
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motionState->updateLastKinematicStep();
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body->setSleepingThresholds(KINEMATIC_LINEAR_SPEED_THRESHOLD, KINEMATIC_ANGULAR_SPEED_THRESHOLD);
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motionState->clearInternalKinematicChanges();
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break;
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}
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case MOTION_TYPE_DYNAMIC: {
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