reintroduce calc_velocity variable, allow override for testing.
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@ -158,17 +158,21 @@ func new_move_actor_as_desired(_delta :float,
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"_gravity" : _state.gravity
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}
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var calc_velocity = Vector2.ZERO
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if _velocity_override.x != 0.0:
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calc_velocity.x = _velocity_override.x
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else:
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calc_velocity.x = velocity.x
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if _velocity_override.y != 0.0:
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calc_velocity.y = _velocity_override.y
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else:
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calc_velocity.y = velocity.y
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var calc_acceleration = Vector2.ZERO
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var calc_inertia :Vector2
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##TODO: make sure velocity variable exists since we rely on it
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## Calc from the _velocity_override instead of current object velocity
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if _velocity_override.x != 0.0:
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calc_inertia.x = abs(_velocity_override.x)
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else:
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calc_inertia.x = abs(velocity.x)
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##TODO: Only implemented horizontal so far.
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calc_inertia.y = velocity.y
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var calc_inertial_dir = Vector2(sign(velocity.x),sign(velocity.y))
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calc_inertia.x = abs(calc_velocity.x)
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calc_inertia.y = calc_velocity.y
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var calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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var calc_friction :Vector2 = Vector2.ZERO
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## Inertia only applies if there is a difference between the
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@ -188,7 +192,7 @@ func new_move_actor_as_desired(_delta :float,
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move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
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## Which direction will acceleration be applied.
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calc_acceleration.x = resolve_h_acceleration(movement_params, velocity, move_direction.x)
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calc_acceleration.x = resolve_h_acceleration(movement_params, calc_velocity, move_direction.x)
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## Direction of inertia not equal to move direction
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## If inertia is applying in a direction
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