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idle grapple calculations have been solidified
I can now move into adding how player speed and height effect these things
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@@ -9,6 +9,8 @@ public class Bumper : MonoBehaviour {
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// Is called whenever something collides with the bumper
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void OnTriggerEnter(Collider objectHit) {
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if (objectHit.transform.parent.gameObject.tag == "Player") {//Checks if the other object is the player
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Debug.Log("Bump");
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PlayerMovement playerMovement = objectHit.GetComponent<PlayerMovement>();
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float DirBumpX = playerMovement.driftVel.x * -1;//Inverts the Player Velocity x
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