diff --git a/scenes/game_systems.c b/scenes/game_systems.c index 78d0146..5c5f317 100644 --- a/scenes/game_systems.c +++ b/scenes/game_systems.c @@ -431,7 +431,7 @@ void player_movement_input_system(Scene_t* scene) { // Although this can be achieved via higher friction, i'll explain away as the player is not // good with swimming, resulting in lower movement acceleration - p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.12f * p_mstate->water_overlap)); + p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.05f * p_mstate->water_overlap)); if (p_pstate->is_crouch & 1) { @@ -1760,7 +1760,7 @@ void hitbox_update_system(Scene_t* scene) p_clifetimer->life_time = 0.15f; } else if (p_ent->m_tag == DESTRUCTABLE_ENT_TAG) { - p_clifetimer->life_time = 0.12f; + p_clifetimer->life_time = 0.11f; } } else diff --git a/scenes/items_ent.c b/scenes/items_ent.c index 4a72542..c64f1ce 100644 --- a/scenes/items_ent.c +++ b/scenes/items_ent.c @@ -63,7 +63,7 @@ Entity_t* create_crate(EntityManager_t* ent_manager, bool metal, ContainerItem_t CTransform_t* p_ctransform = add_component(p_crate, CTRANSFORM_COMP_T); p_ctransform->grav_delay = 0.10f; - p_ctransform->shape_factor = metal ? (Vector2){0.7,0.7} : (Vector2){0.8,0.8} ; + p_ctransform->shape_factor = metal ? (Vector2){0.53,0.53} : (Vector2){0.65,0.65} ; add_component(p_crate, CMOVEMENTSTATE_T); add_component(p_crate, CTILECOORD_COMP_T);