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Major optimizations!
Keeps track of which entities are currently jumping rather than looping over room entities each render frame
Deprecated niche and expensive GET_LASER_CAN_FOLLOW callbacks. Desired behavior is still able to be achieved
Miscellaneous micro-optimizations
Reworked PRE_X_JUMP callbacks to not require the modified config to be returned, only needing to be directly edited. Allows for multiple edits across multiple callbacks
Pitfalling now returns the player to the closest door in order to avoid softlocks
Fixed JumpLib.Internal:IsOrbital not accounting for orbitals that rotate counter-clockwise
Fixed updates being ran once after landing
Fixed Entity being passed to 2 player callbacks rather than EntityPlayer