// fix jump_fall.
else
{
if (record->m_layers[4].m_weight != 1.f && previous->m_layers[4].m_weight == 1.f && record->m_layers[5].m_weight != 0.f)
m_player->m_fFlags() |= FL_ONGROUND;
if (record->m_flags & FL_ONGROUND && !(previous->m_flags & FL_ONGROUND))
m_player->m_fFlags() &= ~FL_ONGROUND;
}