Tweak water movement

main
En Yi 2025-07-26 17:11:58 +08:00
parent 8fff2edae5
commit 3c9e425bf1
2 changed files with 3 additions and 3 deletions

View File

@ -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

View File

@ -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);