tweak player torque speed
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@ -214,7 +214,7 @@ INTERNAL void spawn_test_entities(void)
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//e->control_force = 500;
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//e->control_force = 500;
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e->control_force = 500;
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e->control_force = 500;
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//e->control_force_max_speed = 4;
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//e->control_force_max_speed = 4;
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e->control_torque = 1000;
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e->control_torque = 5000;
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e->control_force_max_speed = 4;
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e->control_force_max_speed = 4;
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL_DYNAMIC);
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entity_enable_prop(e, ENTITY_PROP_PHYSICAL_DYNAMIC);
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@ -1438,8 +1438,7 @@ INTERNAL void user_update(void)
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/* Queue player fire cmd */
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/* Queue player fire cmd */
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i32 fire_presses = G.bind_states[USER_BIND_KIND_FIRE].num_presses - G.bind_states[USER_BIND_KIND_FIRE].num_releases;
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i32 fire_presses = G.bind_states[USER_BIND_KIND_FIRE].num_presses - G.bind_states[USER_BIND_KIND_FIRE].num_releases;
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//if (!G.debug_camera && fire_presses) {
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if (!G.debug_camera && fire_presses) {
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if (fire_presses) {
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queue_game_cmd(scratch.arena, &cmd_list, (struct game_cmd) {
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queue_game_cmd(scratch.arena, &cmd_list, (struct game_cmd) {
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.kind = GAME_CMD_KIND_PLAYER_FIRE,
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.kind = GAME_CMD_KIND_PLAYER_FIRE,
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.state = fire_presses > 0 ? GAME_CMD_STATE_START : GAME_CMD_STATE_STOP
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.state = fire_presses > 0 ? GAME_CMD_STATE_START : GAME_CMD_STATE_STOP
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