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Fixes #3353

@Brockengespenst
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Additionally to the jittering fix, I added a check if a badguy is in the air while being killed and do not set the x-velocity to zero in that case. This looks more natural as e.g. the Zeekling does not loose its x-velocity. Also for other badguys that jump from time to time, this looks more natural when they get squished or ignited.

@tobbi
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tobbi commented Sep 16, 2025

Thank you! I'll take a look in a few hours

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Tested locally. Works just fine.

@mrkubax10 mrkubax10 added category:code status:needs-review Work needs to be reviewed by other people involves:physics type:bugfix Pull Requests that fix bugs. labels Sep 27, 2025
@tobbi tobbi merged commit d54b0a6 into SuperTux:master Sep 29, 2025
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@Brockengespenst Brockengespenst deleted the fix_zeekling_jittering branch October 1, 2025 16:13
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[Bug]: Jittering when dead zeekling lands on top of unisolid tree branch
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