Remove that old movement stuff from actor states
This commit is contained in:
parent
94274cd447
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8c1ab0c374
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@ -23,24 +23,24 @@ export(Vector2) var jerk_factor = Vector2(1,1)
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#export(Vector2) var speed_end_negative
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#export(Vector2) var acceleration_negative
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# The base movement speed and accelleration
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export var horizontal_speed: float = 60
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export var horizontal_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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export var horizontal_speed_offset: float = 0
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## Applies only if offset applies
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export var horizontal_speed_offset_acceleration: float = 0
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#export var jerk_factor: float = 1.0
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export var vertical_speed: float = 0
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export var vertical_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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export var vertical_speed_offset: float = 0
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## Applies only if offset applies
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export var vertical_speed_offset_acceleration: float = 0
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export var horizontal_jerk_factor: float = 1.0
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export var vertical_jerk_factor: float = 1.0
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## The base movement speed and accelleration
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#export var horizontal_speed: float = 60
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#export var horizontal_acceleration: float = 0
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### Movement Speed Offsets (Positive or Negative)
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#export var horizontal_speed_offset: float = 0
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### Applies only if offset applies
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#export var horizontal_speed_offset_acceleration: float = 0
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##export var jerk_factor: float = 1.0
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#
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#export var vertical_speed: float = 0
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#export var vertical_acceleration: float = 0
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### Movement Speed Offsets (Positive or Negative)
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#export var vertical_speed_offset: float = 0
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### Applies only if offset applies
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#export var vertical_speed_offset_acceleration: float = 0
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#
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#export var horizontal_jerk_factor: float = 1.0
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#export var vertical_jerk_factor: float = 1.0
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## Should this state keep the inertia from previous states
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export var preserve_inertia :bool = true
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@ -466,7 +466,7 @@ func _state_process_physics_climb():
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#UiManager.debug_text = str(ladder_location) + '\n' + str(ladder_location - parent.global_position) #+ '\n' + str(parent.global_position.distance_to(ladder_location))
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# An attempt to snap to the ladder location
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if parent.global_position.x != round(ladder_location.x):
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parent.global_translate(Vector2(round((ladder_location.x - parent.global_position.x)),(ladder_location.y * current_state.horizontal_speed) * physics_delta))
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parent.global_translate(Vector2(round((ladder_location.x - parent.global_position.x)),(ladder_location.y * current_state.speed_start.y) * physics_delta))
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if ladder_location.y != 0:
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#print("singal that I'm climbing?")
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current_state.movement_stopped = false
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@ -48,16 +48,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 20.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "hurt" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "attack-punch" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "attack-shoot" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "attack-sword" ]
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@ -8,22 +8,12 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "climb"
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 1000 )
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speed_start = Vector2( 1.36422e-12, 50 )
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speed_end = Vector2( 1.36422e-12, 50 )
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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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 50.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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preserve_inertia = false
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is_grounded = false
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animation_sequence = [ "climb" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "idle-crouch" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 60.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "run_crouch" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = false
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is_grounded = true
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animation_sequence = [ "death" ]
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@ -14,16 +14,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 30.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = false
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is_grounded = true
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animation_sequence = [ "walk" ]
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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 1.36422e-12, 500 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 90.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = false
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animation_sequence = [ "jump" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 300.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "idle" ]
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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 1.36422e-12, 360 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 90.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 200.0
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vertical_acceleration = 0.0
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vertical_speed_offset = -208.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = false
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animation_sequence = [ "jump" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 20.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "land" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = false
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is_grounded = true
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animation_sequence = [ "ledge-climb" ]
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@ -15,16 +15,6 @@ 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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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = false
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is_grounded = true
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animation_sequence = [ "ledge-grab" ]
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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 200, 280 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 10.0
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horizontal_acceleration = 70.0
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horizontal_speed_offset = 80.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = true
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is_grounded = true
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animation_sequence = [ "run" ]
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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 300, 280 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 150.0
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horizontal_acceleration = 1.36422e-12
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horizontal_speed_offset = -140.0
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horizontal_speed_offset_acceleration = -300.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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horizontal_jerk_factor = 1.0
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vertical_jerk_factor = 1.0
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preserve_inertia = false
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is_grounded = true
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animation_sequence = [ "roll" ]
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