Player jumping taking air acceleration into account
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@@ -31,7 +31,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
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}
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if (Collision::AABBVsAABB(boxA, boxB, resolutionVector)) {
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(glm::vec3&)cTransform["Position"] += resolutionVector;
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cPhysics["Velocity"] = glm::vec3(0, 0, 0);
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((glm::vec3&)cPhysics["Velocity"]).y = 0.f;
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}
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}
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