diff --git a/scenes/game_systems.c b/scenes/game_systems.c index 92d31d4..b45a22d 100644 --- a/scenes/game_systems.c +++ b/scenes/game_systems.c @@ -432,9 +432,8 @@ 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 + 0.2f * p_mstate->water_overlap)); + p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (1.0f + 0.12f * p_mstate->water_overlap)); - p_ctransform->accel.y *= p_mstate->water_overlap * 0.8; if (p_pstate->is_crouch & 1) { p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5); @@ -482,7 +481,7 @@ void player_movement_input_system(Scene_t* scene) { p_ctransform->velocity.y = -p_cjump->jump_speed / ( - (p_mstate->ground_state & 1) ? 1 : 1.2 + ((p_mstate->ground_state & 1) ? 1 : 1.2) + (p_mstate->water_overlap > CRITICAL_WATER_OVERLAP ? 0.6 * p_mstate->water_overlap : 0) ); }