forked from unfa/liblast
Updated Godot to version de917008f
parent
a8c34bf896
commit
36381c25dc
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@ -323,17 +323,17 @@ func _physics_process(delta):
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direction = Vector3.ZERO
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direction = Vector3.ZERO
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if is_on_floor() and ground_check.is_colliding() and not jetpack_active:
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if is_on_floor() and ground_check.is_colliding() and not jetpack_active:
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snap = -get_floor_normal()
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#snap = -get_floor_normal()
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medium = "ground"
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medium = "ground"
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gravity_vec = Vector3.ZERO
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gravity_vec = Vector3.ZERO
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else:
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else:
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snap = Vector3.DOWN
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#snap = Vector3.DOWN
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medium = "air"
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medium = "air"
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gravity_vec += Vector3.DOWN * gravity * delta
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gravity_vec += Vector3.DOWN * gravity * delta
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if input_active:
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if input_active:
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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snap = Vector3.ZERO
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#snap = Vector3.ZERO
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gravity_vec = Vector3.UP * jump
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gravity_vec = Vector3.UP * jump
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$JumpSFX.rpc(&"play")
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$JumpSFX.rpc(&"play")
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