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Fix crash when calling move_and_collide with a null jolt_body
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@@ -861,6 +861,10 @@ Vector3 JoltPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_
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bool JoltPhysicsDirectSpaceState3D::body_test_motion(const JoltBody3D &p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) const {
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bool JoltPhysicsDirectSpaceState3D::body_test_motion(const JoltBody3D &p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) const {
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ERR_FAIL_COND_V_MSG(space->is_stepping(), false, "body_test_motion (maybe from move_and_slide?) must not be called while the physics space is being stepped.");
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ERR_FAIL_COND_V_MSG(space->is_stepping(), false, "body_test_motion (maybe from move_and_slide?) must not be called while the physics space is being stepped.");
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if (!p_body.in_space()) {
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return false;
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}
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space->flush_pending_objects();
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space->flush_pending_objects();
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const float margin = MAX((float)p_parameters.margin, 0.0001f);
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const float margin = MAX((float)p_parameters.margin, 0.0001f);
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