Fixed case where if you hold walk (directional button) after performing DUJ, the player would try to walk and not go back to idle (but end up just getting stuck in some landing frame)
Fixed previous commit bug for Hank as well
Just took out the filter condition
Concrete item implemented
Jumping weight with concrete item tested. Upper bound for weight should be around 0.5. Anymore and the character will glitch. Might glitch anyway on a lower FPS device
Weight for other items
Slow down player based on item held
Attacking flag set to true on an item attack
Item should now land at your feet position's y-coordinate after being thrown
Only allow AI to recover from jump or defend an attack ONCE in a while
Different items have different hit types, for example only concrete for now will knockdown, the rest are "punch"-like hits
(Might have) Fixed issue where movement override speedX reduces to 0 after AI begins using Hero's DLRJ (tornado attack)

Some code somewhere is causing speedX to revert back to 0 when DLRJ takes place, so in the Player:move() code, force speedX to take on whatever a movementOverridFixedSpeed dictates
Regen values