public void ApplyGravity(Dynamic o)
{
if (o.GetBoundingBox().Bottom < GroundY)
{
o.Vel = new Vector2(o.Vel.X, (float)(o.Vel.Y * (1 - Gravity) + GSpeed * Gravity));
}
else
{
o.Vel = new Vector2(o.Vel.X, Math.Min(o.Vel.Y, 0));
o.SetPos(new Vector2(o.Pos.X, (float)(GroundY - o.GetBoundingBox().Height)));
}
}