more tweaks
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@@ -232,7 +232,7 @@ func _physics_process(delta):
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weapon_dip_pos += JUMP_WEAPON_DIP
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crouched = false
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elif wall_jump():
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velocity += Vector3(velocity.x * 5,10,velocity.z * 5)
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velocity += Vector3(velocity.x * 5,12,velocity.z * 5)
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elif double_jump == true and !is_climbing:
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velocity.y += JUMP_VELOCITY
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double_jump = false
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@@ -308,10 +308,9 @@ func _physics_process(delta):
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
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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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if abs(Vector2(velocity.x,velocity.z)) >= Vector2(5.0,5.0):
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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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air_dash = 1
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# Head bob
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t_bob += delta * velocity.length() * float(is_on_floor())
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