simplified ledge grab

This commit is contained in:
derek
2025-06-17 15:28:03 -05:00
parent 227fcd7b2a
commit 56355f0911
6 changed files with 5 additions and 17 deletions

View File

@@ -34,8 +34,6 @@ func standard_jump():
if character.jumps_remaining > 0:
character.jumps_remaining -= 1
jump_with_weight_mod()
elif is_grabbing_ledge():
jump_with_weight_mod()
func apply_gravity(delta):
character.velocity.y -= 9.8 * 1.25 * delta

View File

@@ -600,7 +600,7 @@ func focus_on_target():
camera.attributes.dof_blur_near_enabled = false
func weapon_tilt(input, delta):
if input:
if input != null:
if !ads:
if weapon_holder:
weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input.x * weapon_rotation_amount * 10, 4 * delta)

View File

@@ -23,18 +23,13 @@ func Physics_Update(delta):
if Input.is_action_just_pressed("crouch"):
Transitioned.emit(self,"ground pound")
if Input.is_action_just_pressed("interact"):
character.ledge_collision.disabled = false
Transitioned.emit(self,"ledge grab")
enable_wall_rays()
if can_wall_run():
start_wall_running()
ledge_grab()
standard_jump()
func Exit():
character.ledge_collision.disabled = true

View File

@@ -15,3 +15,4 @@ func Physics_Update(delta):
Transitioned.emit(self,"crouched")
standard_jump()
ledge_grab()