diff --git a/player/Player.gd b/player/Player.gd index a8982a0..e9e9a2a 100644 --- a/player/Player.gd +++ b/player/Player.gd @@ -85,21 +85,6 @@ func _physics_process(delta): velocity.z = move_toward(velocity.z, 0, SPEED) else: _air_accelerate(direction, based.length(), AIR_ACCELERATE, delta) - - - # Apply camera effects - var camera_yaw := 0 - var current_speed := _get_2d_velocity().length() -# if is_on_floor() and current_speed > 0: -# camera_yaw = -clamp(_get_2d_velocity().length() * input_dir.x, -25, 25) -# else: -# camera_yaw = 0 - -# camera.rotation.z = move_toward( -# 0, -# camera_yaw, -# delta -# ) * 2.5 if active_weapon and active_weapon.ammoType != BaseWeapon.AmmoType.NONE: ammo_label.show() @@ -133,20 +118,10 @@ func _air_accelerate(wish_dir: Vector3, wish_speed: float, airaccelerate: float, velocity += accelspeed * wish_dir -func _process(delta: float) -> void: +func _process(_delta: float) -> void: self.camera.global_transform = self.head.global_transform -func wall_running() -> bool: - if is_on_wall_only(): - if Input.is_action_pressed("jump"): - var wall_normal := get_wall_normal() - var bas = transform.basis * velocity - velocity.y /= 2 - return true - return false - - func _input(event): if event is InputEventKey and event.keycode == KEY_ESCAPE: get_tree().quit()