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Swimming had a surface spring: whenever no vertical key was held and the look direction did not say "diving", the swimmer was pulled up at surfaceErr * 7 plus a constant sink underneath it. A dive therefore only held while a key was down, and letting go floated you back up. Retail does not do that. A character can idle underwater and drown doing it, which a surface spring makes impossible, so the resting state is neutral: hold depth, with vertical momentum from a jump or a dive bleeding off rather than reversing. Buoyancy now only reaches within 1.3 units of the surface, which is what keeps a swimmer's head out of the water rather than drifting just below, and it stays out of the way while the look direction says the player is diving. Space still rises, X still descends, and the surface remains a ceiling.