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[BLEEDING, INSTABLE] Switch horizontal velocity to a new method.
This method remembers (currently) each velocity added and only uses it when it is needed not to generate a violation. Further (currently simple) activation and invalidation logics are applied. With this method latency will be much less of a problem, though stacking of queued entries (especially for rocket-boots style flying) and more merging of entries and more invalidation logics are required, thus bleeding+instable. On the long term this should make cheating much more difficult, possible steps are: 1. Use method for vertical velocity too (only positive) 2. Distinguish positive and negative vertical velocity (opens a way to control the speed downwards in any medium!). 3. Per-axis velocity (either absolute or pos/neg with more invalidation logic on direction changes).
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