Follow-up Comment #6, bug #10668 (project wormux):

Everything appears in method PhysicalObj::NotifyMove()


* If there is a collision, the contact point is computed and the physical
object position is set to this point. Then SignalCollision() which is virtual
is called.
** it calls Character::SetEnergyDelta() and
Game::GetInstance()->SignalCharacterDamage(this)
*** which calls the end of turn
**** send information about all characters
* next part of the rebound computes the new speed of the character

Thus, we send inconsistent character information...


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