feat: overhaul movement for flow — momentum-preserving states, smooth crouch, landing feel
- Quake-style air-strafe accelerate (real speed gain from strafing; external speed from dash/rockets never clamped) - Wall run: keeps entry momentum (incl. upward carry), accelerates along the wall instead of hard-setting velocity, gravity fades in over the run - Slide: slope physics (gravity projected along floor accelerates downhill), flat-ground decel instead of multiplicative friction, entry boost, direct slide->wallrun and slide->dash transitions - Dash: cooldown 10s -> 2s, per-player (was a static shared across instances), momentum fully kept on exit, FOV punch event - Grapple: taut pendulum with active rope control (W reels in, S pays out), release keeps swing energy - Wall climb: carries upward momentum in, jump-off kick, shared vault helper - Crouch capsule: single owner in the machine, smoothly lerped, ceiling check; camera eye height follows via crouch factor (no more head snapping) - Landing: machine emits 'land' events scaled by impact; camera dip + pitched down thud; footsteps get pitch variation - Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse), slide roll tilt - Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy landings, wall-run body lean (synced to remotes via synced_wall_side) Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Fable 5
parent
c4a538a469
commit
0ba14a9469
+75
-136
@@ -7,6 +7,7 @@ var params: MovementParams:
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var _footstep_timer: float = 0.0
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func enter(_data: Dictionary = {}) -> void:
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machine.on_ground = true
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machine.current_jump_count = 0
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@@ -16,9 +17,6 @@ func enter(_data: Dictionary = {}) -> void:
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if rig:
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rig.clear_wall_tilt()
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# Ensure capsule is correct when entering ground state
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_update_capsule_height()
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func exit() -> void:
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pass
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@@ -28,36 +26,19 @@ func update(delta: float) -> void:
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var player := machine.player
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var vel: Vector3 = player.velocity
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# ── Jump (coyote time + jump buffer) ──────────────────────────────────
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if machine.input_jump_just_pressed and machine.coyote_timer > 0.0 and machine.jump_cooldown_timer <= 0.0:
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player.velocity.y = params.jump_velocity
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machine.current_jump_count = 1
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machine.on_ground = false
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machine.coyote_timer = 0.0
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machine.register_chain_mechanic("jump")
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machine.jump_cooldown_timer = params.jump_cooldown
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if player.jump_player:
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player.jump_player.play()
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machine.switch_to("air")
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return
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# Jump buffer: player pressed jump just before landing
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if machine.on_ground and machine.jump_buffer_time > 0.0 and machine.jump_cooldown_timer <= 0.0:
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player.velocity.y = params.jump_velocity
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machine.current_jump_count = 1
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machine.on_ground = false
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machine.jump_buffer_time = 0.0
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machine.register_chain_mechanic("jump")
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machine.jump_cooldown_timer = params.jump_cooldown
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if player.jump_player:
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player.jump_player.play()
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machine.switch_to("air")
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return
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# ── Jump (direct press w/ coyote, or buffered from before landing) ────
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if machine.jump_cooldown_timer <= 0.0:
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var pressed := machine.input_jump_just_pressed and machine.coyote_timer > 0.0
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var buffered := machine.on_ground and machine.jump_buffer_time > 0.0
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if pressed or buffered:
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machine.do_jump()
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machine.switch_to("air")
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return
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# ── Slide (crouch while moving fast enough) ───────────────────────────
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if machine.input_crouch and machine.slide_cooldown_timer <= 0.0:
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var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
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if hspeed > params.slide_min_speed:
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if hspeed > params.slide_min_speed + 1.0:
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machine.switch_to("slide")
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return
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@@ -80,7 +61,7 @@ func update(delta: float) -> void:
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vel.x = hvel.x
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vel.z = hvel.z
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# ── Gravity (correct direction: downward) ─────────────────────────────
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# ── Gravity / floor snap ──────────────────────────────────────────────
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if not player.is_on_floor():
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vel.y -= params.gravity * delta
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else:
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@@ -91,59 +72,20 @@ func update(delta: float) -> void:
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player.velocity = vel
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player.move_and_slide()
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# ── Stair Stepping ────────────────────────────────────────────────────
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if wish_dir.length_squared() > 0.01 and not machine.input_crouch:
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for i in range(player.get_slide_collision_count()):
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var col = player.get_slide_collision(i)
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if abs(col.get_normal().y) < 0.3: # Hit a wall
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var max_step_height = 0.95
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var space_state = player.get_world_3d().direct_space_state
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var feet_y = player.global_position.y - (machine.original_capsule_height / 2.0)
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# Raycast down from above the step
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var fwd = wish_dir.normalized()
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var ray_start = player.global_position + fwd * 0.65
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ray_start.y = feet_y + max_step_height + 0.1
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var ray_end = ray_start - Vector3.UP * (max_step_height + 0.2)
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var ray = PhysicsRayQueryParameters3D.create(ray_start, ray_end)
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ray.exclude = [player.get_rid()]
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var hit = space_state.intersect_ray(ray)
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if not hit.is_empty() and hit.normal.y > 0.7:
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var step_height = hit.position.y - feet_y
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if step_height > 0.01 and step_height <= max_step_height:
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# Check if we have headroom to move up
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var head_ray_start = player.global_position
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head_ray_start.y += (machine.original_capsule_height / 2.0)
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var head_ray_end = head_ray_start + Vector3.UP * (step_height + 0.1)
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var head_ray = PhysicsRayQueryParameters3D.create(head_ray_start, head_ray_end)
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head_ray.exclude = [player.get_rid()]
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if space_state.intersect_ray(head_ray).is_empty():
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# Check if there is enough space to move forward after stepping up
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var test_transform = player.global_transform
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test_transform.origin.y += step_height + 0.05
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if not player.test_move(test_transform, fwd * 0.15):
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# We can safely step up
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player.global_position.y += step_height + 0.01
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if player.head_pivot and player.head_pivot.has_method("add_step_offset"):
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player.head_pivot.add_step_offset(-(step_height + 0.01))
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# Push slightly forward to get onto the step
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player.global_position += fwd * 0.1
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# Restore horizontal velocity that was lost from hitting the wall
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player.velocity.x = hvel.x
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player.velocity.z = hvel.z
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break
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_update_capsule_height()
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_try_step_up(player, wish_dir, hvel)
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var current_hspeed = Vector2(player.velocity.x, player.velocity.z).length()
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if current_hspeed > 1.0:
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if current_hspeed > 1.0 and player.is_on_floor():
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_footstep_timer -= delta
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if _footstep_timer <= 0.0:
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if player.footstep_player:
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# Reset pitch/volume (the landing thud reuses this player) and
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# add slight variation so steps don't machine-gun.
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player.footstep_player.pitch_scale = randf_range(0.92, 1.08)
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player.footstep_player.volume_db = -6.0
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player.footstep_player.play()
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_footstep_timer = max(0.2, 3.0 / current_hspeed)
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else:
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@@ -162,82 +104,79 @@ func update(delta: float) -> void:
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machine.switch_to("air")
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return
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# ── Wall interaction (Run, Climb, Vault) ──────────────────────────────
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if machine.input_dir.length() > 0.1 and machine.input_dir.y <= 0.0 and machine.wall_cooldown_timer <= 0.0 and not machine.input_crouch:
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# ── Wall interaction (Vault, Climb) ───────────────────────────────────
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if machine.input_dir.length() > 0.1 and machine.input_dir.y <= 0.0 \
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and machine.wall_cooldown_timer <= 0.0 and not machine.input_crouch:
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var fwd_wall = machine.detect_wall_forward()
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if fwd_wall.hit:
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if fwd_wall.is_short:
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# Instant Vault
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var look_dir := -player.global_transform.basis.z
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var h_look := Vector3(look_dir.x, 0.0, look_dir.z)
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if h_look.length_squared() > 0.01:
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h_look = h_look.normalized()
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player.velocity = h_look * params.wall_climb_vault_forward
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player.velocity.y = params.wall_climb_vault_up
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if player.vault_player:
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player.vault_player.play()
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# Quick camera animation (tilt up and forward bob)
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var camera = player.camera
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if camera:
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var tween = player.create_tween()
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tween.tween_property(camera, "rotation_degrees:x", camera.rotation_degrees.x + 10.0, 0.15).set_trans(Tween.TRANS_SINE)
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tween.parallel().tween_property(camera, "v_offset", -0.2, 0.15).set_trans(Tween.TRANS_SINE)
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tween.chain().tween_property(camera, "rotation_degrees:x", camera.rotation_degrees.x, 0.2).set_trans(Tween.TRANS_SINE)
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tween.parallel().tween_property(camera, "v_offset", 0.0, 0.2).set_trans(Tween.TRANS_SINE)
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machine.wall_cooldown_timer = 0.3
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var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
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if fwd_wall.is_short and hspeed > 3.0:
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machine.do_vault()
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machine.switch_to("air")
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return
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else:
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elif not fwd_wall.is_short:
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# Check if moving directly into wall and looking generally towards it
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var look_dir := -player.global_transform.basis.z
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var looking_towards := look_dir.dot(-fwd_wall.normal) > 0.0
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var moving_towards := wish_dir.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle))
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var moving_towards := machine.wish_dir_world.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle))
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if looking_towards and moving_towards and machine.can_wall_climb:
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machine.wall_normal = fwd_wall.normal
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machine.switch_to("wall_climb")
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return
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# Fallback to wall run
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var wall_n := machine.detect_wall_horizontal()
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if wall_n != Vector3.ZERO:
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if not player.is_on_floor():
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var w_look_dir := -player.global_transform.basis.z
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var h_look := Vector3(w_look_dir.x, 0.0, w_look_dir.z).normalized()
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# Require looking mostly along the wall (angle > 41 degrees from normal)
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# and inputting mostly along the wall (angle > 31 degrees from normal, allows W+A/D diagonally into wall)
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if abs(h_look.dot(wall_n)) < 0.75 and abs(wish_dir.dot(wall_n)) < 0.85:
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machine.switch_to("wall_run")
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return
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# ── Dash ──────────────────────────────────────────────────────────────
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if machine.input_dash:
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var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
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if hspeed > 0.1 or machine.input_dir.length() > 0.1:
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machine.switch_to("dash")
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return
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if machine.input_dash and machine.dash_cooldown_timer <= 0.0:
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machine.switch_to("dash")
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return
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func _try_step_up(player: CharacterBody3D, wish_dir: Vector3, hvel: Vector3) -> void:
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for i in range(player.get_slide_collision_count()):
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var col = player.get_slide_collision(i)
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if abs(col.get_normal().y) < 0.3: # Hit a wall
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var max_step_height = 0.95
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var space_state = player.get_world_3d().direct_space_state
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var feet_y = player.global_position.y - (machine.original_capsule_height / 2.0)
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# Raycast down from above the step
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var fwd = wish_dir.normalized()
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var ray_start = player.global_position + fwd * 0.65
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ray_start.y = feet_y + max_step_height + 0.1
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var ray_end = ray_start - Vector3.UP * (max_step_height + 0.2)
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var ray = PhysicsRayQueryParameters3D.create(ray_start, ray_end)
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ray.exclude = [player.get_rid()]
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var hit = space_state.intersect_ray(ray)
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if not hit.is_empty() and hit.normal.y > 0.7:
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var step_height = hit.position.y - feet_y
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if step_height > 0.01 and step_height <= max_step_height:
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# Check if we have headroom to move up
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var head_ray_start = player.global_position
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head_ray_start.y += (machine.original_capsule_height / 2.0)
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var head_ray_end = head_ray_start + Vector3.UP * (step_height + 0.1)
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var head_ray = PhysicsRayQueryParameters3D.create(head_ray_start, head_ray_end)
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head_ray.exclude = [player.get_rid()]
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if space_state.intersect_ray(head_ray).is_empty():
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# Check if there is enough space to move forward after stepping up
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var test_transform = player.global_transform
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test_transform.origin.y += step_height + 0.05
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if not player.test_move(test_transform, fwd * 0.15):
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# We can safely step up
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player.global_position.y += step_height + 0.01
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if player.head_pivot and player.head_pivot.has_method("add_step_offset"):
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player.head_pivot.add_step_offset(-(step_height + 0.01))
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# Push slightly forward to get onto the step
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player.global_position += fwd * 0.1
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# Restore horizontal velocity that was lost from hitting the wall
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player.velocity.x = hvel.x
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player.velocity.z = hvel.z
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break
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func _get_camera_rig():
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if machine.player and machine.player.has_node("HeadPivot"):
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return machine.player.get_node("HeadPivot")
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return null
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func _update_capsule_height() -> void:
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var shape = _get_capsule()
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if shape:
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if machine.input_crouch:
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shape.height = machine.original_capsule_height * 0.5
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else:
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shape.height = machine.original_capsule_height
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func _get_capsule() -> CapsuleShape3D:
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for child in machine.player.get_children():
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if child is CollisionShape3D and child.shape is CapsuleShape3D:
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return child.shape as CapsuleShape3D
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return null
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