rework timers, update overlap/intersect and other procedures, some other things i dont remember
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@@ -11,9 +11,9 @@
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static void update_timers(Player *player) {
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tick_timer(&player->jump_air_timer);
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tick_timer(&player->jump_coyote_timer);
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tick_timer(&player->jump_buffer_timer);
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player->jump_air_timer = timer_tick_frames(player->jump_air_timer);
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player->jump_coyote_timer = timer_tick_frames(player->jump_coyote_timer);
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player->jump_buffer_timer = timer_tick_frames(player->jump_buffer_timer);
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}
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