added ladder script
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@@ -62,6 +62,9 @@ var input_dir
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var wall_run_surface_normal
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var wall_run_direction
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# Ladder
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var current_ladder
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## GUNS AND AMMO
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var gun : Node
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var holstered_gun_id : int
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@@ -87,6 +90,7 @@ var weapon_holder_start_rot
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var weapon_holder_start_pos
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var controlled_elsewhere = false
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@onready var state_machine: PlayerStateMachine = $StateMachine
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@onready var dead_player : Resource = load("res://assets/dead_cam.tscn")
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@onready var pause_menu: Control = $Head/Recoil/Camera3D/PauseMenu
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@onready var gun_ray = $Head/Recoil/Camera3D/GunRay
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@@ -431,11 +435,11 @@ func _headbob(time) -> Vector3:
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return pos
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func ladder_collide():
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if is_climbing == true:
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gravity = 0.0
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else:
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gravity = level_control.gamemode.gravity
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func start_ladder_climb(ladder):
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state_machine.current_state.try_climbing_ladder(ladder)
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func end_ladder_climb():
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state_machine.on_child_transition(state_machine.current_state,"in air")
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func _on_wall_jump_timer_timeout() -> void:
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can_wall_jump = true
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@@ -623,7 +627,6 @@ func hit(damage, fired_by, target_type):
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await get_tree().create_timer(.15).timeout
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health_indicator.color = Color(0.471, 0, 0, 0)
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func save():
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var save_dict = {
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"filename" : get_scene_file_path(),
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