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This may prevent reduce glitching though a door
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@@ -28,8 +28,14 @@ class DZE_Base_Object : All {
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type = 1;
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threat[] = {0,0,0};
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maxSpeed = 0;
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coefInside = 4;
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coefInsideHeur = 4;
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//coefInside = 4;
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//coefInsideHeur = 4;
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// test settings from h barrier to see if this prevents glitching though a door
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coefInside = 0.5;
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coefInsideHeur = 0.8;
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class DestructionEffects {
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class Sound {
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simulation = "sound";
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