if(trace_hit){// if(normal.z > 0.8){//lowen if needed my.speed_z = - (my.dist_to_ground - 0.2); } else{ my.speed_z = -(my.entity_gravity * (1/(normal.z))); } my.speed_z = max (-my.entity_gravity*2 * time_step, my.speed_z); }
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