Jump looking better. Seems we made gravity optional by relative movement in y axis and desired movement never being set to down.
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@ -47,6 +47,7 @@ func wants_jump() -> bool:
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return true
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else:
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_wants_jump = false
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desired_movement_vector.y = DOWN
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return false
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var _wants_crouch :bool
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@ -10,7 +10,7 @@ debug_state = false
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timeout_seconds = 0.0
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name = "fall"
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speed_start = Vector2( 90, 1.36422e-12 )
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speed_end = Vector2( 90, -1000 )
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speed_end = Vector2( 90, 1000 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 0, 280 )
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max_acceleration = Vector2( 0, 0 )
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