// Don't bother if it's not down
if(_extension < 1)
- return;
+ {
+ _wow = 0;
+ _frac = 0;
+ return;
+ }
// Dont bother if we are in the "wrong" ground
if (!((_onWater&&!_ground_isSolid)||(_onSolid&&_ground_isSolid))) {
- _wow = 0;
- _frac = 0;
+ _wow = 0;
+ _frac = 0;
_compressDist = 0;
_rollSpeed = 0;
_casterAngle = 0;
- return;
+ return;
}
// The ground plane transformed to the local frame.