knockback component
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@@ -19,9 +19,10 @@ public partial class CGroundedMovement : Node3D, IMoveable
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var targetPlane = new Vector3(target.X, GlobalPosition.Y, target.Z);
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LookAt(targetPlane);
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velocity.X = direction.X * RMovement.Speed;
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velocity.Z = direction.Z * RMovement.Speed;
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float xAcc = (float) Mathf.Lerp(velocity.X, direction.X * RMovement.Speed, inputs.delta * RMovement.Acceleration);
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float zAcc = (float) Mathf.Lerp(velocity.Z, direction.Z * RMovement.Speed, inputs.delta * RMovement.Acceleration);
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velocity.X = xAcc;
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velocity.Z = zAcc;
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if (WallInFrontRayCast.IsColliding())
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velocity.Y = RMovement.Speed;
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