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@@ -12,7 +12,10 @@ class_name MovementParams
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@export var jump_velocity: float = 8.5
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@export var coyote_time: float = 0.15
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@export var jump_buffer: float = 0.12
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@export var air_control: float = 0.35
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# Retuned to half its old 0.35 (2026-08-01). Air control is how much of the
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# player's input authority survives leaving the ground; at 0.35 a jump could be
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# steered almost like a run, which flattened the cost of committing to a leap.
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@export var air_control: float = 0.175
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@export var air_acceleration: float = 30.0
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@export var max_air_speed: float = 18.0
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@export var gravity: float = 22.0
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@@ -41,7 +44,11 @@ class_name MovementParams
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@export var slide_min_speed: float = 4.0
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@export var slide_cooldown: float = 0.35 # prevents rapid slide re-entry
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@export var slide_steer_rate: float = 2.5 # how fast slide direction bends toward input
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@export var slide_jump_speed_boost: float = 1.5 # extra m/s added when jumping out of slide
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# Retuned to a tenth of its old 1.5 (2026-08-01). Jumping out of a slide still
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# PRESERVES the slide's speed — that is `out_speed` in state_slide, and it is
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# untouched — this is only the bonus stacked on top of it, which at 1.5 m/s a
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# chain could compound into the bunny-hop cap almost for free.
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@export var slide_jump_speed_boost: float = 0.15 # extra m/s added when jumping out of slide
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# ── Wall Run ──────────────────────────────────────────────────────────────────
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@export var wall_run_speed: float = 13.0
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@@ -83,7 +90,10 @@ class_name MovementParams
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@export var grapple_shoot_speed: float = 70.0 # hook travel speed (m/s)
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# ── Dash ──────────────────────────────────────────────────────────────────────
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@export var dash_speed: float = 13.0
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# Retuned to three quarters of its old 13.0 (2026-08-01). This is the speed a
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# dash ADDS: state_dash projects the current velocity onto the dash direction
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# and adds this on top, so a forward dash at full run used to gain a flat 13 m/s.
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@export var dash_speed: float = 9.75
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@export var dash_duration: float = 0.18
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@export var dash_charges: int = 2 # dashes available before recharging
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@export var dash_cooldown: float = 2.0 # seconds to regain ONE charge
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