I envisioned a number of solution to this problem until I realised there was one quite obvious one: just bounce the appleman upwards a little bit when that happens. It will then be able to advance sufficiently into the platform so that it is then in the normal "thrown->roll" transition. If instead it was thrown into a solid wall, the bounce will be visible, but have no lasting effect
And let's be honest: it would have been a nightmare to debug without the recently introduced GobExpression debugger. You can quite easily end up in a situation where you expect some speeds to have been non-null in some condition and realise that, well, no they're null here.
The alternatives I had envisioned were globally more complicated, like holding the speed for some time and then restoring it. More complicated in the sense that they required introducing new states in the behaviour or even new controllers. Here, it's just one extra transition that says "stay in THROWN state if {conditions}, but update velocities as follows"



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