Remapped some inputs and added slide, slam and parry mappings
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@@ -18,9 +18,9 @@
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[ext_resource type="Resource" uid="uid://bebstkm608wxx" path="res://systems/inputs/base_mode/aim_pressed.tres" id="9_nob5r"]
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[ext_resource type="Resource" uid="uid://bdit2jy5gbpts" path="res://systems/inputs/base_mode/jump.tres" id="10_4u7i3"]
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[ext_resource type="Script" uid="uid://g8idirw62qe0" path="res://player_controller/Scripts/Bobbing.cs" id="10_7wk1w"]
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[ext_resource type="Resource" uid="uid://b334rau1yxmm7" path="res://systems/inputs/base_mode/empower_down.tres" id="10_nodcl"]
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[ext_resource type="Resource" uid="uid://b334rau1yxmm7" path="res://systems/inputs/base_mode/slide_down.tres" id="10_nodcl"]
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[ext_resource type="Resource" uid="uid://b5gx3q8nvu72e" path="res://systems/inputs/base_mode/hit.tres" id="11_cresl"]
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[ext_resource type="Resource" uid="uid://bbce5wfwxpns1" path="res://systems/inputs/base_mode/empower_release.tres" id="11_ruloh"]
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[ext_resource type="Resource" uid="uid://bbce5wfwxpns1" path="res://systems/inputs/base_mode/slide_release.tres" id="11_ruloh"]
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[ext_resource type="PackedScene" uid="uid://0ysqmqphq6mq" path="res://systems/head/head_system.tscn" id="11_rxwoh"]
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[ext_resource type="Resource" uid="uid://d2r0ur8k3cuu3" path="res://systems/inputs/base_mode/dash.tres" id="12_34snm"]
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[ext_resource type="Script" uid="uid://b6k73aj5povgv" path="res://player_controller/Scripts/FieldOfView.cs" id="12_m2mxi"]
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@@ -92,8 +92,6 @@ PostDashSpeed = 30.0
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WallHugGravityLesseningFactor = 15.0
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WallHugDownwardMaxSpeed = 8.0
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WallHugHorizontalDeceleration = 0.5
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WallRunAltitudeLossSpeed = 12.0
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WallRunSpeedThreshold = 10.0
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[node name="WallRunSnapper" type="RayCast3D" parent="."]
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unique_name_in_owner = true
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@@ -670,16 +670,14 @@ public partial class PlayerController : CharacterBody3D
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// Adapt vertical speed
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var verticalSpeed = Velocity.Y - WallRunAltitudeLossSpeed * delta;
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Velocity = finalHVel + Vector3.Up*verticalSpeed;
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Velocity *= 0.995f;
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Velocity *= 0.999f;
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_currentWallContactPoint = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero);
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if (isOnFloorCustom())
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_playerState.SendEvent("grounded");
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if (!WallHugSystem.IsWallHugging() || Velocity.Length() < WallRunSpeedThreshold)
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{
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if (!WallHugSystem.IsWallHugging())
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_playerState.SendEvent("start_falling");
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}
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}
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public void WallHug(float delta)
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