Probably fixed all the jittering, won't need the jitter guard anymore.
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@@ -273,14 +273,10 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
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size = glm::vec3(1.f, 1.f, 1.f);
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} else {
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size = glm::vec3(1.f, 1.6f, 1.f);
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if (controller->CrouchingLastFrame() && player.HasComponent("Collidable")) {
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// Disable jitter guard so player doesn't get stuck in the ground.
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(bool&)player["Collidable"]["JitterGuard"] = false;
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if (isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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((glm::vec3&)cTransform["Position"]).y += 0.3f;
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}
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if (controller->CrouchingLastFrame() && isOnGround) {
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// The collision should resolve this anyway, but
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// this is more reliable, since the box gets larger.
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((glm::vec3&)cTransform["Position"]).y += 0.3f;
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}
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}
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}
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