fixed crouch walk references within state machine

This commit is contained in:
Melbyj1125
2022-04-08 15:50:55 -05:00
parent fdc77ada48
commit 036732bda0
17 changed files with 35 additions and 30 deletions

View File

@@ -292,7 +292,7 @@ public class AerialStateManager : NetworkBehaviour
void Jump(){
if(!pStats.IsPaused){
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState && currentState != GlidingState))
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.CrouchWalkState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState && currentState != GlidingState))
{
if(currentState == WallRunState){
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);