changed clamber to ledge grab
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@@ -170,7 +170,7 @@ script = ExtResource("7_2asft")
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[node name="Stunned" type="Node" parent="StateMachine"]
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[node name="Stunned" type="Node" parent="StateMachine"]
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[node name="Clamber" type="Node" parent="StateMachine"]
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[node name="Ledge Grab" type="Node" parent="StateMachine"]
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script = ExtResource("8_iwgew")
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script = ExtResource("8_iwgew")
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[node name="On Ladder" type="Node" parent="StateMachine"]
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[node name="On Ladder" type="Node" parent="StateMachine"]
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@@ -378,7 +378,7 @@ target_position = Vector3(0, 0, 1)
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one_shot = true
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one_shot = true
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[node name="ClamberMaxRay" type="RayCast3D" parent="."]
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[node name="ClamberMaxRay" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11641, -0.391445)
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transform = Transform3D(1, 0, 0, 0, 0.965926, -0.258819, 0, 0.258819, 0.965926, 0, 0.968505, -0.391)
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target_position = Vector3(0, 0, -1)
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target_position = Vector3(0, 0, -1)
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collision_mask = 33
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collision_mask = 33
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@@ -12,7 +12,7 @@ config_version=5
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config/name="First Person Test"
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config/name="First Person Test"
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config/tags=PackedStringArray("fps")
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config/tags=PackedStringArray("fps")
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run/main_scene="uid://dsw00ml8rv6xo"
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run/main_scene="uid://c6fykssf7paft"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="uid://6svuq1l83al5"
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config/icon="uid://6svuq1l83al5"
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@@ -21,7 +21,7 @@ func standard_jump():
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if Input.is_action_just_pressed("jump"):
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if Input.is_action_just_pressed("jump"):
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#first check for clamber, otherwise jump
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#first check for clamber, otherwise jump
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if character.can_clamber():
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if character.can_clamber():
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Transitioned.emit(self,"clamber")
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Transitioned.emit(self,"ledge grab")
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else:
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else:
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if character.jumps_remaining > 0:
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if character.jumps_remaining > 0:
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character.jumps_remaining -= 1
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character.jumps_remaining -= 1
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@@ -5,14 +5,15 @@ var clamber_point
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func Enter():
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func Enter():
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clamber_point = character.get_clamber_point()
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clamber_point = character.get_clamber_point()
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character.standing_collision.disabled = true
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character.crouching_collision.disabled = true
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func Physics_Update(delta):
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func Physics_Update(delta):
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character.velocity = Vector3.ZERO
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character.velocity = Vector3.ZERO
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character.global_position = clamber_point + Vector3(0,1,0)
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Transitioned.emit(self,"on foot")
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character.global_position.y = lerp(character.global_position.y,clamber_point.y,delta * 2)
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func Exit():
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if Input.is_action_just_pressed("jump"):
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character.standing_collision.disabled = false
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jump_with_weight_mod()
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character.crouching_collision.disabled = false
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Transitioned.emit(self,"in air")
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if Input.is_action_just_pressed("crouch"):
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Transitioned.emit(self,"in air")
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