                 // Apply damping to linear & angular velocity
                 float damping = 1.0 - insideFraction * 0.05;
                 otherBody.linearVelocity = otherBody.linearVelocity * damping;
-                otherBody.angularVelocity = otherBody.angularVelocity * damping;;
+                otherBody.angularVelocity = otherBody.angularVelocity * damping;
             }
         }
     }

        renderer.viewports[0].AddPostProcess(edgeFilter);
        renderer.viewports[0].AddPostProcess(bloom);
        
        audio.listener = cameraNode.CreateComponent("SoundListener");        
    }

    if (runClient)

        SubscribeToEvent(node, "NodeCollisionStart", "HandleCollisionStart");
        SubscribeToEvent(node, "NodeCollisionEnd", "HandleCollisionEnd");
    }

    void HandleCollisionStart(StringHash eventType, VariantMap& eventData)
    {
        Node@ otherNode = eventData["OtherNode"].GetNode();
