Fix NaN and tweak colliders
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				@ -757,14 +757,6 @@ PrefabInstance:
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@ -785,14 +777,6 @@ PrefabInstance:
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      propertyPath: GunGluedToHand
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      value: 0
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@ -160,7 +160,6 @@ GameObject:
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  m_Component:
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  - component: {fileID: 4825183178267082914}
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  m_Layer: 0
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  m_Name: Gun
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  m_TagString: Untagged
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@ -184,19 +183,6 @@ Transform:
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  m_Father: {fileID: 4833458671639168932}
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  m_RootOrder: 0
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  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &4825183178267082914
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MonoBehaviour:
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  m_CorrespondingSourceObject: {fileID: 0}
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  m_PrefabInstance: {fileID: 0}
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  m_GameObject: {fileID: 2071588178488902664}
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  m_Name: 
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  m_EditorClassIdentifier: 
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  Speed: 10
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--- !u!1 &6951373490603822597
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GameObject:
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  m_ObjectHideFlags: 0
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@ -396,8 +382,8 @@ BoxCollider:
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  m_IsTrigger: 0
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  m_Enabled: 1
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  serializedVersion: 2
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  m_Size: {x: 0.6, y: 1.4, z: 0.6}
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  m_Center: {x: 0, y: 0.7, z: 0}
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  m_Size: {x: 0.6, y: 1.7, z: 0.6}
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  m_Center: {x: 0, y: 0.85, z: 0}
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--- !u!1 &7391558912774766599
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GameObject:
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  m_ObjectHideFlags: 0
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@ -485,7 +471,6 @@ MonoBehaviour:
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  m_EditorClassIdentifier: 
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  CoyoteTime: 0.2
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  PingBias: 0
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  MovementUpdateInterval: 0.03
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  MoveStyles:
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  - {fileID: 11400000, guid: 550df8ac62d76a64a8c621ea6b32398f, type: 2}
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  - {fileID: 11400000, guid: 2d9739d3745581a41ae0ed6a569766d5, type: 2}
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@ -501,7 +486,6 @@ MonoBehaviour:
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    m_Bits: 823
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  Cooldown: 1
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  Lerpables:
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  Lean: 0
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@ -551,13 +535,13 @@ Transform:
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  m_PrefabInstance: {fileID: 0}
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  m_PrefabAsset: {fileID: 0}
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  m_GameObject: {fileID: 7391558913556166741}
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  m_LocalRotation: {x: 0.14167397, y: -0, z: -0, w: 0.9899134}
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  m_LocalPosition: {x: 0, y: 1.647, z: 0.144}
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  m_LocalRotation: {x: -0.16313043, y: -0, z: -0, w: 0.9866046}
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  m_LocalPosition: {x: 0, y: 1.86, z: -0.16}
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  m_LocalScale: {x: 1, y: 1, z: 1}
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  m_Children: []
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  m_Father: {fileID: 7391558912774766616}
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  m_RootOrder: 1
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  m_LocalEulerAnglesHint: {x: 16.289, y: 0, z: 0}
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  m_LocalEulerAnglesHint: {x: -18.777, y: 0, z: 0}
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--- !u!65 &7391558913556166743
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BoxCollider:
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  m_ObjectHideFlags: 0
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@ -569,7 +553,7 @@ BoxCollider:
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  m_IsTrigger: 0
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  m_Enabled: 1
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  serializedVersion: 2
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  m_Size: {x: 0.5, y: 0.5, z: 0.5}
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  m_Size: {x: 0.4, y: 0.35, z: 0.4}
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  m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &8480591234863426618
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GameObject:
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@ -866,7 +850,11 @@ PrefabInstance:
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      propertyPath: m_ApplyRootMotion
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      value: 0
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--- !u!95 &8380320334439546530 stripped
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@ -949,7 +937,11 @@ PrefabInstance:
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      propertyPath: m_Controller
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      objectReference: {fileID: 9100000, guid: 143e6d49c5bcf64459b414767d2b4dab, type: 2}
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    - target: {fileID: 5866666021909216657, guid: bb45094e64c7170458884eea0a4f4c68, type: 3}
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      propertyPath: m_ApplyRootMotion
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      value: 0
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--- !u!95 &7931246460515997121 stripped
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@ -31,23 +31,19 @@ namespace NeonTea.Quakeball.Animation {
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            }
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            Animator = Soldiers[(int)Model].GetComponent<Animator>();
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            Animator.gameObject.SetActive(true);
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            Transform Head = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
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            HeadCollider.parent = Head;
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            HeadCollider.parent = TransformUtil.FindChildWithName(Animator.transform, "HEAD");
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            BehindHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.R");
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            FrontHand = TransformUtil.FindChildWithName(Animator.transform, "HAND.L");
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            if (GunGluedToHand) {
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                Gun.parent = Animator.transform;
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            }
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        }
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        private void Update() {
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            float Right = Vector3.Dot(Player.GroundVelocity.normalized, transform.right);
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            float Forward = Vector3.Dot(Player.GroundVelocity.normalized, transform.forward);
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            float RelativeSpeed = Player.GroundVelocity.magnitude / Player.MoveStyle.TargetVelocity;
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            Right = Mathf.Clamp(Right * RelativeSpeed, -0.999f, 0.999f);
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            Forward = Mathf.Clamp(Forward * RelativeSpeed, -.999f, 0.999f);
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            // Square the circle:
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            Forward = 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward + 2 * Forward * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 - Right * Right + Forward * Forward - 2 * Forward * Mathf.Sqrt(2));
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            Right = 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward + 2 * Right * Mathf.Sqrt(2)) - 0.5f * Mathf.Sqrt(2 + Right * Right - Forward * Forward - 2 * Right * Mathf.Sqrt(2));
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            Animator.SetFloat("Forward", Forward);
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            Animator.SetFloat("Right", Right);
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            float Right = Vector3.Dot(Player.GroundVelocity, transform.right) / Player.MoveStyle.TargetVelocity / 0.7f;
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            float Forward = Vector3.Dot(Player.GroundVelocity, transform.forward) / Player.MoveStyle.TargetVelocity / 0.7f;
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            Animator.SetFloat("Forward", Mathf.Clamp(Forward, -1, 1));
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            Animator.SetFloat("Right", Mathf.Clamp(Right, -1, 1));
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        }
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        private void LateUpdate() {
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