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2 Commits
v0.2.54
...
release/pr
| Author | SHA1 | Date | |
|---|---|---|---|
| df7db2bc9b | |||
| d2a9988fd5 |
@@ -2223,10 +2223,14 @@ public partial class PlayerController : CharacterBody3D,
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_spaceState = GetWorld3D().DirectSpaceState;
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_spaceState = GetWorld3D().DirectSpaceState;
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if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
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if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
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// Limit maximum speed
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// Limit maximum speed
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if (Velocity.Length() > AbsoluteMaxSpeed)
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if (Velocity.Length() > AbsoluteMaxSpeed)
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Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
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Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
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// Manage head and camera movement
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LookAround(delta);
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// Manage general movement
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// Manage general movement
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Velocity += ComputeKnockback();
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Velocity += ComputeKnockback();
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MoveSlideAndHandleStairs((float) delta);
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MoveSlideAndHandleStairs((float) delta);
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@@ -2234,14 +2238,19 @@ public partial class PlayerController : CharacterBody3D,
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// Manage gameplay systems
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// Manage gameplay systems
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MantleSystem.ProcessMantle(_grounded.Active);
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MantleSystem.ProcessMantle(_grounded.Active);
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HandleEnemyTargeting();
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HandleEnemyTargeting();
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}
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public override void _Process(double delta)
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// Manage dash target and tutorial specific stuff
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{
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// if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
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// Manage head and camera movement
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// {
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LookAround(delta);
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// DashIndicatorMesh.Visible = false;
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// }
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EffectsManager.UpdateEffects(delta);
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// if (!WeaponSystem.InHandState.Active && TutorialDone)
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// {
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// DashIndicatorMesh.Visible = true;
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//
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// DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
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// DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
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// }
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}
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}
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///////////////////////////
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///////////////////////////
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