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work-in-progress texture atlas optimization
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@@ -118,9 +118,9 @@ void Environment::step(float dtime)
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/*
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Apply water resistance
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*/
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if(player->in_water_stable)
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if(player->in_water_stable || player->in_water)
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{
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f32 max_down = 1.5*BS;
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f32 max_down = 2.0*BS;
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if(speed.Y < -max_down) speed.Y = -max_down;
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f32 max = 2.5*BS;
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