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[Minimal] Issue solve.
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@ -48,6 +48,7 @@ var velocityVDIR = Vector2(0,0)
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var characterStates = {"onGround": false, "jumped": false, "faceDirection": true}
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var characterStates = {"onGround": false, "jumped": false, "faceDirection": true}
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var reverseControls = false
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var reverseControls = false
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var awaitingCollision = false
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func _ready():
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func _ready():
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get_tree().connect("network_peer_connected", self, "_network_peer_connected")
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get_tree().connect("network_peer_connected", self, "_network_peer_connected")
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@ -149,6 +150,10 @@ func _physics_process(delta) -> void:
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reverseControls = false
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reverseControls = false
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if VDIR["1"]["0"]["ray"]["collided"]:
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if VDIR["1"]["0"]["ray"]["collided"]:
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rotationalHolder = rotation
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rotationalHolder = rotation
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if awaitingCollision and velocityVDIR.y < 0:
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velocityVDIR.y = 0
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awaitingCollision = false
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else: awaitingCollision = true
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if user_input["boost"] and not characterStates["jumped"]:
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if user_input["boost"] and not characterStates["jumped"]:
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maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
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maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
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else:
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else:
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