- Fix tab character in _build_elevated_walkways() call (line 63) - Fix untyped 'pos' variable in grapple pillar loop (line 376) - Remove fog_sky_affinity (Godot 4.3+ only property) - Replace preload() with load() for runtime script loading - Replace 'is DoubleBarrelShotgun' type check with duck-typing - Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn - Replace absf() with abs() in state_machine, state_air, state_ground - Update test_level.tscn to remove stale UID reference All fixes verified: PARSE OK and scene runs without script errors on Godot 4.2.1 headless.
244 lines
9.6 KiB
GDScript
244 lines
9.6 KiB
GDScript
extends Node
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class_name StateGround
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var machine: MovementStateMachine
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var params: MovementParams:
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get: return machine.params
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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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machine.can_wall_climb = true
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# Clear wall tilt on landing
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var rig = _get_camera_rig()
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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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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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# ── 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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machine.switch_to("slide")
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return
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# ── Determine target speed ────────────────────────────────────────────
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var wish_dir: Vector3 = machine.wish_dir_world
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var speed := params.walk_speed
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if machine.input_crouch:
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speed = params.crouch_speed
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var effective_speed := machine.get_effective_speed(speed)
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# ── Horizontal movement (exponential interpolation for smoothness) ───
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var hvel := Vector3(vel.x, 0.0, vel.z)
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var target_vel := wish_dir * effective_speed
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if wish_dir.length_squared() > 0.0:
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hvel = hvel.lerp(target_vel, 1.0 - exp(-params.ground_acceleration * delta))
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else:
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hvel = hvel.lerp(Vector3.ZERO, 1.0 - exp(-params.ground_deceleration * delta))
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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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if not player.is_on_floor():
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vel.y -= params.gravity * delta
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else:
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# Snap to floor: small downward velocity keeps is_on_floor() stable
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# ONLY if we aren't being launched upward by an impulse!
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if vel.y <= 0.0:
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vel.y = -0.5
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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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var current_hspeed = Vector2(player.velocity.x, player.velocity.z).length()
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if current_hspeed > 1.0:
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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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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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_footstep_timer = 0.0
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# ── Update ground status ──────────────────────────────────────────────
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if player.is_on_floor():
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machine.on_ground = true
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machine.current_jump_count = 0
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else:
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machine.on_ground = false
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# ── Launch or Falling off ledge → air state ───────────────────────────
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if not machine.on_ground:
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if player.velocity.y > 0.0 or machine.coyote_timer <= 0.0:
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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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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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machine.switch_to("air")
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return
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else:
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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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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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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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