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https://github.com/Leahnaya/TheKingsRace.git
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bug fixes
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@@ -54,8 +54,7 @@ public class AerialStateManager : NetworkBehaviour
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//Jump Variables
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public int curJumpNum; // current Jumps Used
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public bool jumpHeld; // Jump is Held
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public bool canJump = true; // can the player jump
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bool jumpPressed; // Jamp was pressed
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public bool jumpPressed; // Jamp was pressed
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public float coyJumpTimer = 0.13f; // Default Coyote Jump time
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public float curCoyJumpTimer = 0.13f; // current Coyote Jump time
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public float lowJumpMultiplier; // Short jump multiplier
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@@ -106,7 +105,7 @@ public class AerialStateManager : NetworkBehaviour
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Vector3 impact = Vector3.zero; // Impact Vector
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//Grapple Variables
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float maxGrabDistance = 30;// Max Distance can cast grapple
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float maxGrabDistance = 60;// Max Distance can cast grapple
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public GameObject hookPoint; // Actual Hook points
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public GameObject[] hookPoints; // Hook point list
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public int hookPointIndex; // Hook point Index
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@@ -217,8 +216,6 @@ public class AerialStateManager : NetworkBehaviour
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rB.AddForce(new Vector3(0,pStats.GravVel,0));
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}
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}
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public void SwitchState(AerialBaseState state){
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@@ -395,8 +392,8 @@ public class AerialStateManager : NetworkBehaviour
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curJumpNum++;
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jumpHeld = true;
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jumpPressed = true;
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jumpHeld = true;
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}
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}
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@@ -637,7 +634,7 @@ public class AerialStateManager : NetworkBehaviour
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public void GrappleReleaseForce(){
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if(release){
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currentForcePower *= .90f;
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moveController.Move(postForceDirection * currentForcePower);
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moveController.Move(postForceDirection * currentForcePower * Time.deltaTime);
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if(currentForcePower < .05) release = false;
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}
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