Friction, velocity, rendering
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@@ -56,12 +56,21 @@ void entityUpdate(entity_t *entity) {
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worldChunkPosAdd(&entity->position[i], entity->velocity[i]);
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if(entity->velocity[i] < 0) {
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entity->velocity[i] += ENTITY_FRICTION;
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if(entity->velocity[i] >= -ENTITY_MIN_VELOCITY) entity->velocity[i] = 0;
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} else {
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entity->velocity[i] -= ENTITY_FRICTION;
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if(entity->velocity[i] <= ENTITY_MIN_VELOCITY) entity->velocity[i] = 0;
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// Friction
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worldsubtile_t v = entity->velocity[i];
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if (v > 0) {
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v -= ENTITY_FRICTION;
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if (v < ENTITY_MIN_VELOCITY) v = 0;
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} else if (v < 0) {
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v += ENTITY_FRICTION;
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if (v > -ENTITY_MIN_VELOCITY) v = 0;
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}
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if ((v > 0 && v < ENTITY_FRICTION) || (v < 0 && v > -ENTITY_FRICTION)) {
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v = 0;
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}
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entity->velocity[i] = v;
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}
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}
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