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isFalling() was !grounded && verticalVelocity <= 0, which holds for a swimming character: not on the ground and not rising. Reaching the shore therefore looked like a fall arriving at the ground, so SfxStateDriver played a landing — with prevFalling set it took the hard-landing path and the character grunted on every water exit. Exclude swimming from isFalling(), and skip the landing entirely when the previous frame was swimming: wading ashore is marked by the water-exit splash that already plays, not by a landing thud.
23 KiB
23 KiB