Deprecated old movement function.

This commit is contained in:
Dustin 2025-05-04 20:36:16 -07:00
parent 8906b98680
commit 061ceb76b9
9 changed files with 213 additions and 198 deletions

View File

@ -48,6 +48,11 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
move_speed_modifier.x += _modifier.horizontal_speed_offset move_speed_modifier.x += _modifier.horizontal_speed_offset
move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
base_move_speed.y += _modifier.vertical_speed
base_move_acceleration.y += _modifier.vertical_acceleration
move_speed_modifier.y += _modifier.vertical_speed_offset
move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
# var movement_params :Dictionary = { # var movement_params :Dictionary = {

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@ -23,9 +23,9 @@ onready var desired_movement_vector: Vector2 = Vector2(0,0)
# Since animactor state machine can actually view properties from this type # Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player. # I'm thinking about moving the velocity tracker in here instead of player.
var velocity = Vector2(0,0) var velocity = Vector2(0,0)
var momentum = Vector2(0,0) #var momentum = Vector2(0,0)
var inertia = Vector2(0,0) #var inertia = Vector2(0,0)
var acceleration = Vector2(0,0) #var acceleration = Vector2(0,0)
#Removing Probably not used #Removing Probably not used
#var sim_velocity = Vector2(0,0) #var sim_velocity = Vector2(0,0)
@ -61,8 +61,8 @@ func process_physics(delta):
physics_delta = delta physics_delta = delta
if has_method('_state_process_physics_' + current_state.name): if has_method('_state_process_physics_' + current_state.name):
call('_state_process_physics_' + current_state.name) call('_state_process_physics_' + current_state.name)
else: # else:
move_actor_as_desired() # move_actor_as_desired()
# more likely needed for Players # more likely needed for Players
func process_physics_input(delta): func process_physics_input(delta):
@ -427,194 +427,194 @@ func resolve_move_direction(_momentum :Vector2,
## About to DEPR this one for redesigned one above ## About to DEPR this one for redesigned one above
func move_actor_as_desired( x_move_direction_override: float = 0): #func move_actor_as_desired( x_move_direction_override: float = 0):
var delta:float = physics_delta # var delta:float = physics_delta
var _move_speed = current_state.horizontal_speed # var _move_speed = current_state.horizontal_speed
var _move_acceleration = current_state.horizontal_acceleration # var _move_acceleration = current_state.horizontal_acceleration
var _move_speed_modifier = current_state.horizontal_speed_offset # var _move_speed_modifier = current_state.horizontal_speed_offset
var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration # var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration
var _jerk_factor = current_state.jerk_factor # var _jerk_factor = current_state.jerk_factor
var _gravity = current_state.gravity # var _gravity = current_state.gravity
#
# if current_state.physics_modifier: ## if current_state.physics_modifier:
# #physics_modifier.modifier_properties.jerk_factor ## #physics_modifier.modifier_properties.jerk_factor
# #print(physics_modifier.name) ## #print(physics_modifier.name)
# #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed)) ## #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties() ## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
# if mod_props.move_speed != 0 and mod_props.directional_modifier == false: ## if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
# _move_speed = mod_props.move_speed ## _move_speed = mod_props.move_speed
# _move_speed_modifier += mod_props.move_speed_modifier ## _move_speed_modifier += mod_props.move_speed_modifier
# _move_acceleration += mod_props.move_acceleration ## _move_acceleration += mod_props.move_acceleration
# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration ## _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
# _jerk_factor += mod_props.jerk_factor ## _jerk_factor += mod_props.jerk_factor
#
var help_me_not_be_dumb = '' # var help_me_not_be_dumb = ''
#
# Allow us to bump out of halt. # # Allow us to bump out of halt.
if _move_speed == 0 and desired_movement_vector.x != 0: # if _move_speed == 0 and desired_movement_vector.x != 0:
_move_speed = abs(desired_movement_vector.x) # _move_speed = abs(desired_movement_vector.x)
#
# Determine or physics movement direction # # Determine or physics movement direction
var current_x_velocity = velocity.x #move_component.velocity.x # var current_x_velocity = velocity.x #move_component.velocity.x
var move_direction = 0.0 # var move_direction = 0.0
# Determine movement direction if we have momentum # # Determine movement direction if we have momentum
if momentum.x != 0: # if momentum.x != 0:
if x_move_direction_override == 0: # if x_move_direction_override == 0:
move_direction = sign(current_x_velocity) # move_direction = sign(current_x_velocity)
# if move_component.desired_movement_vector.x != 0: ## if move_component.desired_movement_vector.x != 0:
# # set the move direction to the desired direction ## # set the move direction to the desired direction
# move_direction = move_component.desired_movement_vector.x ## move_direction = move_component.desired_movement_vector.x
# else: ## else:
# # Set move direction to the transform direction ## # Set move direction to the transform direction
# move_direction = parent.transform.x.x ## move_direction = parent.transform.x.x
else: # else:
move_direction = x_move_direction_override # move_direction = x_move_direction_override
else: # No current momentum in place # else: # No current momentum in place
if x_move_direction_override == 0: # if x_move_direction_override == 0:
move_direction = desired_movement_vector.x # move_direction = desired_movement_vector.x
else: # else:
move_direction = x_move_direction_override # move_direction = x_move_direction_override
#
## TODO: I hate that I have to do this check again. ### TODO: I hate that I have to do this check again.
# if current_state.physics_modifier: ## if current_state.physics_modifier:
# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties() ## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
# if mod_props.move_speed != 0 and mod_props.directional_modifier == true: ## if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
# # Since move_direction is always positive ## # Since move_direction is always positive
# if sign(move_direction) == sign(mod_props.move_speed): ## if sign(move_direction) == sign(mod_props.move_speed):
# _move_speed += mod_props.move_speed ## _move_speed += mod_props.move_speed
# else: ## else:
# _move_speed -= mod_props.move_speed ## _move_speed -= mod_props.move_speed
# if sign(move_direction) == 0: ## if sign(move_direction) == 0:
# move_direction = sign(mod_props.move_speed) * -1 ## move_direction = sign(mod_props.move_speed) * -1
# #print("doing this? ") ## #print("doing this? ")
#
#
# Determine the maximum move speed # # Determine the maximum move speed
var MAX_SPEED :float = 0 # var MAX_SPEED :float = 0
var MIN_SPEED :float = 0 # var MIN_SPEED :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier # if sign(_move_speed_modifier) == -1: # decreased speed modifier
help_me_not_be_dumb += '-SpeedMod' # help_me_not_be_dumb += '-SpeedMod'
# Move speed cannot go below zero with modifier applied # # Move speed cannot go below zero with modifier applied
MIN_SPEED = _move_speed + _move_speed_modifier
# Poor man's clamp
if MIN_SPEED < 0:
MIN_SPEED = 0
MAX_SPEED = _move_speed
elif sign(_move_speed_modifier) == +1: # increased speed modifier
help_me_not_be_dumb += '+SpeedMod'
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed + _move_speed_modifier
else: # physics won't apply here
help_me_not_be_dumb += '_Speed' # Neutral Speed
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed
# get the latest aggregate acceleration
# If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# The acceleration is differant
# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
if move_direction:
#print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# If we're no longer tryingg to move int the direction of our movement and momentum.
if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
if sign(_move_speed_modifier) == -1 : # decreased speed modifier
# Maybe we can compare the direction of the acceleration
# The direction of the acceleration should usually be positive at this point.
# when the modifier is negative.
if sign(move_direction) == sign(current_x_velocity):
if sign(acceleration.x) == sign(momentum.x):
acceleration.x *= -1
# print("Whoh Woah")
# Flip the direction of the acceleration
if (sign(desired_movement_vector.x) == -1 and
sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
sign(current_x_velocity) == -1):
print_debug("be more opposite")
elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
print('why')
if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
#print("Step it up!")
# Flip the direction of the acceleration
acceleration.x *= -1
# Apply momentum and acceleration if a modifer exists
if momentum.x <= 0 and _move_speed_modifier !=0:
#if we're trying to move but we have no momentum applied currently
#if move_component.desired_movement_vector.x != 0:
if move_direction:
acceleration.x = _move_modifier_move_acceleration + _move_acceleration
##TODO: I don't know where I should actually set the momentum. :
if sign(_move_speed_modifier) == -1: # decreased speed modifier
momentum.x = 0
elif sign(_move_speed_modifier) == +1: # increased speed modifier
##TODO: in most cases this should only be applied once. need to find a way to warn against this.
momentum.x = abs(_move_speed_modifier)
print("momentum applied!")
# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
if momentum.x > 0 and _move_speed_modifier == 0:
if sign(acceleration.x) == sign(momentum.x):
print("Whoh Woah your done.")
# Flip the direction of the acceleration
acceleration.x *= -1
# We're going to adjust our move speed only to the modifier
momentum.x += acceleration.x * delta
##TODO: Apparently I disabled jerk some time ago for some reason.
current_state.jerk += _jerk_factor * delta
var new_move_speed :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
# MIN_SPEED = _move_speed + _move_speed_modifier # MIN_SPEED = _move_speed + _move_speed_modifier
# # Poor man's clamp
# if MIN_SPEED < 0:
# MIN_SPEED = 0
# MAX_SPEED = _move_speed # MAX_SPEED = _move_speed
momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier)) # elif sign(_move_speed_modifier) == +1: # increased speed modifier
# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk # help_me_not_be_dumb += '+SpeedMod'
new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
elif sign(_move_speed_modifier) == +1: # increased speed modifier
# MIN_SPEED = _move_speed # MIN_SPEED = _move_speed
# MAX_SPEED = _move_speed + _move_speed_modifier # MAX_SPEED = _move_speed + _move_speed_modifier
momentum.x = clamp(momentum.x, 0, _move_speed_modifier ) # else: # physics won't apply here
new_move_speed = _move_speed + momentum.x # + jerk # help_me_not_be_dumb += '_Speed' # Neutral Speed
else: # physics won't apply here # MIN_SPEED = _move_speed
# move_component.acceleration.x = 0 # MAX_SPEED = _move_speed
# move_component.momentum.x = 0 #
# new_move_speed = _move_speed # # get the latest aggregate acceleration
momentum.x = clamp(momentum.x, 0, MIN_SPEED ) # # If we have any acceleration applying
new_move_speed = _move_speed + momentum.x # + jerk # if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# # The acceleration is differant
#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED) # # Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
# if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x)) # if move_direction:
# #print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
# if move_component.momentum.x != 0: # acceleration.x = _move_modifier_move_acceleration + _move_acceleration
if debug_component == true: #
UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(desired_movement_vector.x)) + # # If we're no longer tryingg to move int the direction of our movement and momentum.
")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) + # if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) + # if sign(_move_speed_modifier) == -1 : # decreased speed modifier
",A" + str(round(acceleration.x)) + # # Maybe we can compare the direction of the acceleration
"\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED)) # # The direction of the acceleration should usually be positive at this point.
) # str(round(jerk)) # # when the modifier is negative.
# if sign(move_direction) == sign(current_x_velocity):
#sim_velocity.x = move_direction * sim_move_speed # if sign(acceleration.x) == sign(momentum.x):
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk) # acceleration.x *= -1
# # print("Whoh Woah")
#print(new_move_speed, " ", adjusted_move_speed) # # Flip the direction of the acceleration
# if (sign(desired_movement_vector.x) == -1 and
velocity.y += _gravity * delta # sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) # sign(current_x_velocity) == -1):
#print(speed_multiplier) # print_debug("be more opposite")
# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed #
velocity.x = move_direction * new_move_speed # elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
#move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP) # print('why')
var snap = Vector2.DOWN * 8 # if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
if velocity.y < -8: # #print("Step it up!")
snap = Vector2.ZERO # # Flip the direction of the acceleration
velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true) # acceleration.x *= -1
#
# # Apply momentum and acceleration if a modifer exists
# if momentum.x <= 0 and _move_speed_modifier !=0:
# #if we're trying to move but we have no momentum applied currently
# #if move_component.desired_movement_vector.x != 0:
# if move_direction:
# acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# ##TODO: I don't know where I should actually set the momentum. :
# if sign(_move_speed_modifier) == -1: # decreased speed modifier
# momentum.x = 0
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
# ##TODO: in most cases this should only be applied once. need to find a way to warn against this.
# momentum.x = abs(_move_speed_modifier)
# print("momentum applied!")
#
# # Reverse the accelerations if we carry over momentum but the modifier no longer applies.
# if momentum.x > 0 and _move_speed_modifier == 0:
# if sign(acceleration.x) == sign(momentum.x):
# print("Whoh Woah your done.")
# # Flip the direction of the acceleration
# acceleration.x *= -1
#
#
# # We're going to adjust our move speed only to the modifier
# momentum.x += acceleration.x * delta
# ##TODO: Apparently I disabled jerk some time ago for some reason.
# current_state.jerk += _jerk_factor * delta
#
#
# var new_move_speed :float = 0
# if sign(_move_speed_modifier) == -1: # decreased speed modifier
## MIN_SPEED = _move_speed + _move_speed_modifier
## MAX_SPEED = _move_speed
# momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier))
## new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
# new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
## MIN_SPEED = _move_speed
## MAX_SPEED = _move_speed + _move_speed_modifier
# momentum.x = clamp(momentum.x, 0, _move_speed_modifier )
# new_move_speed = _move_speed + momentum.x # + jerk
# else: # physics won't apply here
## move_component.acceleration.x = 0
## move_component.momentum.x = 0
## new_move_speed = _move_speed
# momentum.x = clamp(momentum.x, 0, MIN_SPEED )
# new_move_speed = _move_speed + momentum.x # + jerk
#
# #new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
#
# var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x))
#
## if move_component.momentum.x != 0:
# if debug_component == true:
# UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(desired_movement_vector.x)) +
# ")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
# "\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) +
# ",A" + str(round(acceleration.x)) +
# "\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
# ) # str(round(jerk))
#
# #sim_velocity.x = move_direction * sim_move_speed
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#
# #print(new_move_speed, " ", adjusted_move_speed)
#
# velocity.y += _gravity * delta
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# #print(speed_multiplier)
## move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
# velocity.x = move_direction * new_move_speed
# #move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
# var snap = Vector2.DOWN * 8
# if velocity.y < -8:
# snap = Vector2.ZERO
# velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true)

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@ -15,7 +15,7 @@ export var horizontal_acceleration: float = 0
export var horizontal_speed_offset: float = 0 export var horizontal_speed_offset: float = 0
## Applies only if offset applies ## Applies only if offset applies
export var horizontal_speed_offset_acceleration: float = 0 export var horizontal_speed_offset_acceleration: float = 0
export var jerk_factor: float = 0 export var jerk_factor: float = 1.0
export var vertical_speed: float = 0 export var vertical_speed: float = 0
export var vertical_acceleration: float = 0 export var vertical_acceleration: float = 0
@ -60,6 +60,11 @@ func get_movement_parameters() -> MovementParameters:
movement_parameters.base_move_acceleration.x = horizontal_acceleration movement_parameters.base_move_acceleration.x = horizontal_acceleration
movement_parameters.move_speed_modifier.x = horizontal_speed_offset movement_parameters.move_speed_modifier.x = horizontal_speed_offset
movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
movement_parameters.base_move_speed.y = vertical_speed
movement_parameters.base_move_acceleration.y = vertical_acceleration
movement_parameters.move_speed_modifier.y = vertical_speed_offset
movement_parameters.move_speed_modifier_acceleration.y = vertical_speed_offset_acceleration
return movement_parameters return movement_parameters

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@ -67,5 +67,9 @@ func merge(_merge_from_modifier: StateModifier):
horizontal_acceleration += _merge_from_modifier.horizontal_acceleration horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
vertical_speed += _merge_from_modifier.vertical_speed
vertical_acceleration += _merge_from_modifier.vertical_acceleration
vertical_speed_offset += _merge_from_modifier.vertical_speed_offset
vertical_speed_offset_acceleration += _merge_from_modifier.vertical_speed_offset_acceleration
direction = _merge_from_modifier.direction direction = _merge_from_modifier.direction
only_grounded = _merge_from_modifier.only_grounded only_grounded = _merge_from_modifier.only_grounded

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@ -249,7 +249,8 @@ func _state_process_physics_enter_right():
# Force role in facing direction # Force role in facing direction
# instead of movement direction # instead of movement direction
move_actor_as_desired(parent.transform.x.x) #move_actor_as_desired(parent.transform.x.x)
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x ))
func _state_process_physics_land(): func _state_process_physics_land():
$"%LedgeDetector".set_enabled(true) $"%LedgeDetector".set_enabled(true)

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@ -13,7 +13,7 @@ horizontal_speed = 90.0
horizontal_acceleration = 0.0 horizontal_acceleration = 0.0
horizontal_speed_offset = 0.0 horizontal_speed_offset = 0.0
horizontal_speed_offset_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 1.0
vertical_speed = 0.0 vertical_speed = 0.0
vertical_acceleration = 0.0 vertical_acceleration = 0.0
vertical_speed_offset = 0.0 vertical_speed_offset = 0.0

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@ -13,7 +13,7 @@ horizontal_speed = 1.36422e-12
horizontal_acceleration = 300.0 horizontal_acceleration = 300.0
horizontal_speed_offset = 0.0 horizontal_speed_offset = 0.0
horizontal_speed_offset_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 1.0
vertical_speed = 0.0 vertical_speed = 0.0
vertical_acceleration = 0.0 vertical_acceleration = 0.0
vertical_speed_offset = 0.0 vertical_speed_offset = 0.0

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@ -13,10 +13,10 @@ horizontal_speed = 90.0
horizontal_acceleration = 0.0 horizontal_acceleration = 0.0
horizontal_speed_offset = 0.0 horizontal_speed_offset = 0.0
horizontal_speed_offset_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 1.0
vertical_speed = 0.0 vertical_speed = 0.0
vertical_acceleration = 0.0 vertical_acceleration = 0.0
vertical_speed_offset = 0.0 vertical_speed_offset = 200.0
vertical_speed_offset_acceleration = 0.0 vertical_speed_offset_acceleration = 0.0
preserve_inertia = true preserve_inertia = true
is_grounded = false is_grounded = false

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@ -13,7 +13,7 @@ horizontal_speed = 150.0
horizontal_acceleration = 1.36422e-12 horizontal_acceleration = 1.36422e-12
horizontal_speed_offset = -140.0 horizontal_speed_offset = -140.0
horizontal_speed_offset_acceleration = -300.0 horizontal_speed_offset_acceleration = -300.0
jerk_factor = 0.0 jerk_factor = 1.0
vertical_speed = 0.0 vertical_speed = 0.0
vertical_acceleration = 0.0 vertical_acceleration = 0.0
vertical_speed_offset = 0.0 vertical_speed_offset = 0.0