WIP: Some updates
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@ -44,8 +44,9 @@ func _physics_process(delta: float) -> void:
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shared_node.velocity += shared_node.get_gravity() * delta
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if shared_node.is_on_floor() && jumping:
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shared_node.velocity.y = consts.DEFAULT_JUMP_VELOCITY
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if multiplayer.is_server():
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#if shooting:
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jumping = false
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jumping = false
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var direction := (shared_node.transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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if shared_node.is_on_floor():
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if direction:
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