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@@ -37,11 +37,14 @@ namespace BITFALL.Entities.Player.Movement.States
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// Smooth movement Velocity
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currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-16 * deltaTime));
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if (!characterController.ExpectJump.shouldBe) return;
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actor.ForceNotGrounded();
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currentVelocity += Vector3.up * initialJumpForce;
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characterController.ExpectJump.Reset();
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if (characterController.ExpectJump.shouldBe)
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{
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actor.ForceNotGrounded();
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currentVelocity += Vector3.up * initialJumpForce;
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characterController.ExpectJump.Reset();
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characterController.ExecuteCommand<OnPlayerJumpCommand>();
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}
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}
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else
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{
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