move player rotation to _physics_process
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889a8e6857
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08bca13427
@ -25,7 +25,6 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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call_deferred("_aiming")
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_process_respawning()
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var aim_pos := global_position + aiming.aim_offset
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Debugger.marker("aim", aim_pos + Vector3.UP)
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@ -33,14 +32,16 @@ func _process(_delta: float) -> void:
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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var can_move := not attack.is_hitting()
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velocity = movement.movement(velocity, delta, is_on_floor(), can_move)
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move_and_slide()
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if not attack.is_hitting() and aiming.aim_offset.length() > 0:
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look_at(global_position + aiming.aim_offset, Vector3.UP, true)
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_process_respawning()
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func _unhandled_input(event: InputEvent) -> void:
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var mode := Inputer.get_event_mode(event)
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@ -77,13 +78,9 @@ func _aiming() -> void:
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if get_viewport().get_visible_rect().has_point(mouse_pos):
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aiming.mouse_aiming(mouse_pos, global_position, is_on_floor())
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if attack.is_hitting():
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return
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if aiming.aim_offset.length() > 0:
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look_at(global_position + aiming.aim_offset, Vector3.UP, true)
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func _process_respawning() -> void:
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if global_position.y < _respawn_height:
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global_position = _respawn_point
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velocity = Vector3.ZERO
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reset_physics_interpolation()
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