// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
- float player_radius = BS*0.35;
- float player_height = BS*1.7;
+ float player_radius = BS*0.30;
+ float player_height = BS*1.55;
// Maximum distance over border for sneaking
f32 sneak_max = BS*0.4;