             let widthToUseForRevealedView_left = self.isRevealingStateSupported(.openLeft) ? self.getCenterXConstraintConstant(for: .openLeft) : 0.0
             let widthToUseForRevealedView_right = self.isRevealingStateSupported(.openRight) ? self.getCenterXConstraintConstant(for: .openRight) : 0.0
             
-            let xOvershoot_ToTheLeft: CGFloat = fmax(0, widthToUseForRevealedView_right - xProposed)
-            let xOvershoot_ToTheRight: CGFloat = fmax(0, xProposed - widthToUseForRevealedView_left)
-            
-            // Drag resistance:
-            // Should be between 0.0 and 1.0
-            // 0.0 means no resitance at all.
-            // 1.0 means impossible.
-            // Any other values will produce unpredictable results
-            // (negative values will make the view travel more than the finger in the same direcation)
-            // (values over 1.0 will make the view go in reverse (i.e. travel more than the finger in the opposite direction))
-            
-            
+            let xOvershoot_ToTheLeft = fmax(0, widthToUseForRevealedView_right - xProposed)
+            let xOvershoot_ToTheRight = fmax(0, xProposed - widthToUseForRevealedView_left)
+            
+
             // INVESTIGATE:
             // I need help: Why does trying to set the dragging resistance based on the overshooting, cause reverse effect (seems after the resiatance passes 0.5).
             // e.g.

    }
    
    
    private func supportedRevealingStates() -> [RevealingState]
    {
        return RevealingState.allValues.filter{self.isRevealingStateSupported($0)}
    }

    
    private func getRevealingStateForConstraintConstant(_ constraintConstant: CGFloat) -> RevealingState?
    {
        for revealingState in self.supportedRevealingStates
        {
            if constraintConstant == self.getCenterXConstraintConstant(for: revealingState)
            {
