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Faster player movement and smaller collision box
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@ -293,8 +293,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d);
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float player_radius = BS*0.35;
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float player_height = BS*1.7;
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float player_radius = BS*0.30;
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float player_height = BS*1.55;
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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@ -622,7 +622,7 @@ void LocalPlayer::applyControl(float dtime)
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// Random constants
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f32 walk_acceleration = 4.0 * BS;
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f32 walkspeed_max = 4.0 * BS;
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f32 walkspeed_max = 5.0 * BS;
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setPitch(control.pitch);
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setYaw(control.yaw);
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