Apply gel hinge joint limits when appropriate.
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@@ -51,7 +51,8 @@ is
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low_Limit, high_Limit : in math.Real;
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collide_Conected : in Boolean) return physics.Joint.hinge.view;
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function new_hinge_Joint (Object_A : in physics.Object.view;
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function new_hinge_Joint (in_Space : in box2d_c.Pointers.Space_Pointer;
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Object_A : in physics.Object.view;
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Frame_A : in Matrix_4x4) return physics.Joint.hinge.view;
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