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Bump the step offset by a tenth of a foot.
This should keep the avatar from getting stuck on some stupid stuff such as on the pellet machine. A real fix would be to tweak the data, but we cannot do that.
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@ -71,7 +71,7 @@ bool plPXPhysicalControllerCore::fDebugDisplay = false;
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int plPXPhysicalControllerCore::fPXControllersMax = 0;
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#define kCCTSkinWidth 0.1f
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#define kCCTStepOffset 0.6f
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#define kCCTStepOffset 0.7f
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#define kCCTZOffset ((fRadius + (fHeight / 2)) + kCCTSkinWidth)
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#define kPhysHeightCorrection 0.8f
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#define kPhysZOffset ((kCCTZOffset + (kPhysHeightCorrection / 2)) - 0.05f)
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