Follow-up Comment #6, bug #11045 (project wormux):
The problem appears as follow:
1) a projectile detects a collision with a character
(PhysicalObj::NotifyMove) and it gives speed to this character
2) in next iteration of the physical engine, the character detects either a
collision with the projectile or with the ground.
3) In both case, this time the character has speed. Thus, when calling
Character::SignalCollision, some energy will be removed depending of this
speed
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