gd,ld: some LD and some bug fixing that didn't fix the bugs
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@ -3,16 +3,17 @@
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[deps]
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source_file="res://player_controller/Examples/MovementTestbed/Hills/kenney-green-checkerboar-cc0.png"
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@ -288,26 +288,57 @@ event = &"dash_to_planted"
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delay_in_seconds = "0.0"
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[node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("26_infe6")
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initial_state = NodePath("Standing")
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[node name="Standing" type="Node" parent="StateChart/Root/Movement/Grounded"]
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script = ExtResource("27_34snm")
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[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded"]
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[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Airborne/Jump")
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to = NodePath("../../../Airborne/Jump")
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event = &"jump"
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delay_in_seconds = "0.0"
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[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded"]
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[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Airborne/CoyoteEnabled")
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to = NodePath("../../../Airborne/CoyoteEnabled")
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event = &"start_falling"
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delay_in_seconds = "0.0"
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[node name="OnCrouch" type="Node" parent="StateChart/Root/Movement/Grounded/Standing"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Crouch")
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event = &"crouch"
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delay_in_seconds = "0.0"
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[node name="Crouch" type="Node" parent="StateChart/Root/Movement/Grounded"]
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script = ExtResource("27_34snm")
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[node name="OnJump" type="Node" parent="StateChart/Root/Movement/Grounded/Crouch"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Airborne/Jump")
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event = &"jump"
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delay_in_seconds = "0.0"
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[node name="OnAirborne" type="Node" parent="StateChart/Root/Movement/Grounded/Crouch"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Airborne/CoyoteEnabled")
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event = &"start_falling"
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delay_in_seconds = "0.0"
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[node name="OnStandUp" type="Node" parent="StateChart/Root/Movement/Grounded/Crouch"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Standing")
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event = &"stand_up"
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delay_in_seconds = "0.0"
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[node name="Mantling" type="Node" parent="StateChart/Root/Movement"]
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script = ExtResource("27_34snm")
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[node name="ToGrounded" type="Node" parent="StateChart/Root/Movement/Mantling"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Grounded")
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to = NodePath("../../Grounded/Standing")
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event = &"to_grounded"
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delay_in_seconds = "0.0"
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@ -323,7 +354,7 @@ delay_in_seconds = "0.0"
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[node name="OnDrop" type="Node" parent="StateChart/Root/Movement/Hanging"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Airborne/CoyoteEnabled")
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event = &"drop"
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event = &"crouch"
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delay_in_seconds = "0.0"
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[node name="Airborne" type="Node" parent="StateChart/Root/Movement"]
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@ -332,7 +363,7 @@ initial_state = NodePath("CoyoteEnabled")
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[node name="OnGrounded" type="Node" parent="StateChart/Root/Movement/Airborne"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../Grounded")
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to = NodePath("../../Grounded/Standing")
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event = &"grounded"
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delay_in_seconds = "0.0"
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@ -256,7 +256,7 @@ public partial class PlayerController : CharacterBody3D
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}
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public void OnInputDropPressed()
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{
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_playerState.SendEvent("drop");
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_playerState.SendEvent("crouch");
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}
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///////////////////////////
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@ -391,9 +391,11 @@ public partial class PlayerController : CharacterBody3D
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return;
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}
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GD.Print(WeaponSystem.GlobalRotation);
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// Store the weapon state before resetting it
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var isPlantedOnWall = WeaponSystem.PlantedState.Active
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&& (Math.Abs(WeaponSystem.GlobalRotation.X) + Math.Abs(WeaponSystem.GlobalRotation.Z) < 0.3);
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var isPlantedOnWall = Math.Abs(WeaponSystem.GlobalRotation.X) + Math.Abs(WeaponSystem.GlobalRotation.Z) < 0.3;
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var isPlantedUnderPlatform = WeaponSystem.GlobalRotation.X > 1 && Math.Abs(WeaponSystem.GlobalRotation.Y) > 1;
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var shouldDashToPlanted = WeaponSystem.PlantedState.Active && (isPlantedOnWall || isPlantedUnderPlatform);
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var isFlying = WeaponSystem.FlyingState.Active;
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// Get the weapon back
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@ -410,7 +412,7 @@ public partial class PlayerController : CharacterBody3D
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return; // In case states aren't exclusives
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}
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if (isPlantedOnWall)
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if (shouldDashToPlanted)
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{
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_playerState.SendEvent("dash_to_planted");
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return; // In case states aren't exclusives
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