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Ignore jump input while in airborne state
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@ -327,7 +327,8 @@ glm::vec3 PlayerController::getTargetPosition() {
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}
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void PlayerController::jump() {
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if (!character->isInWater()) {
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if (!character->isInWater() &&
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character->isOnGround()) {
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setNextActivity(std::make_unique<Activities::Jump>());
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}
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}
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