 							/* Determines how quick player can steer away from obstacle after being stopped. */
 							_speed = _maxSpeed / 5;
 							_position = increase(segment.point1.world.z, -_playerZ, _trackLength);
+							_isIdleAfterCollision = true;
 						}
 						break;
 					}

	import tetragon.data.racetrack.constants.RTTriggerActions;
	import tetragon.data.racetrack.constants.RTTriggerTypes;
	import tetragon.data.racetrack.proto.RTObject;
	import tetragon.data.racetrack.proto.RTObjectImageSequence;
	import tetragon.data.racetrack.proto.RTTrigger;
	import tetragon.data.racetrack.vo.RTCar;
	import tetragon.data.racetrack.vo.RTColorSet;

		}


		private function accel(v:Number, accel:Number):Number
		{
			return v + (accel * _dt);
		}


