newest Version as of right now
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@ -9,8 +9,13 @@ func enter():
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player.velocity.x = 2000 * player.facing_direction # An Wand haften
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player.ap.play("wallrun")
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player.sprite.position.x = player.facing_direction * -10
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func exit():
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player.wallrun_timer = 0.0
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player.sprite.position.x = 0
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player.velocity.y = 0
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func update(delta):
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pass
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@ -21,7 +26,7 @@ func physics_update(delta):
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if player.facing_direction > 0 && !player.wallrun_raycast_right2.is_colliding():
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Transitioned.emit(self, "PlayerFall")
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if player.facing_direction < 1 && !player.wallrun_raycast_left2.is_colliding():
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elif player.facing_direction < 1 && !player.wallrun_raycast_left2.is_colliding():
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Transitioned.emit(self, "PlayerFall")
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elif player.wallrun_timer >= player.wallrun_time:
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Transitioned.emit(self, "PlayerWallrunPushoff")
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