use up/down for dirs on walls
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@ -43,13 +43,12 @@ player_update(struct Player *p)
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const int in_water = collide(p->pos.x, p->pos.y, TILE_WATER);
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const int k_left = input_down(K_LEFT);
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const int k_right = input_down(K_RIGHT);
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// const int k_up = input_down(K_UP);
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// const int k_down = input_down(K_DOWN);
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const int k_up = input_down(K_UP);
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const int k_down = input_down(K_DOWN);
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const int k_jump = input_down(K_JUMP);
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const int kp_jump = input_pressed(K_JUMP);
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const int kp_polarity = input_pressed(K_POLARITY);
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const int dir_x =
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(k_right - k_left) * ((p->gravity.x == 1) ? (-1) : (1));
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const int dir_x = (p->gravity.y) ? (k_right - k_left) : (k_down - k_up);
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const struct Vec rem_gravity = p->gravity;
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float spd_x, spd_y;
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