newest Version as of right now
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@ -7,12 +7,20 @@ func get_state_name():
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func enter():
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player.ap.play("jump")
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player.velocity.y = -player.jump_force
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player.jumps_done += 1
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player.v_mult = player.jump_mult
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func exit():
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pass
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player.v_mult = 1
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func update(delta):
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player.jumpbuffer(delta)
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if player.transitionledgegrab():
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Transitioned.emit(self, "PlayerLedgeGrab")
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elif player.transitiondash():
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Transitioned.emit(self, "PlayerDash")
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elif player.transitionfall():
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Transitioned.emit(self, "PlayerFall")
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elif !player.is_on_floor() and Input.is_action_just_pressed("jump") and (player.air_jumps_done < player.max_air_jumps):
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