Follow-up Comment #8, task #6124 (project wormux):

I will need multiple shape for character to implement good movement. 
 
At present, « FootInVaccum » return true if the shape collide, so the
character can move if only the head collide.

In my opinion, the best way to fix that is to create 2 shape for characters (
foots and other). The function « FootInVaccum » must  test collision on
foots shape. 
 
« FootInVaccum » should be move in « Character » and an equivalent
function named « IsCollide » must be added in « PhysicalObj » because a
bullet don't have feets ! :)

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