wall running tweaks
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@@ -306,10 +306,10 @@ func _physics_process(delta):
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else:
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velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
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## wall_run
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## Wall Running
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if wall_ray_1.is_colliding() or wall_ray_2.is_colliding():
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if abs(Vector2(velocity.x,velocity.y)) >= Vector2(5.0,5.0):
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velocity.y = clamp(velocity.y,-2,abs(velocity.y))
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velocity.y = clamp(velocity.y,-1,abs(velocity.y))
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#velocity.x += -velocity.x * .01 * delta
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#velocity.z += -velocity.z * .01 * delta
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