Disable movement and camera rotation while dead
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18f298bf10
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@ -69,8 +69,12 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerMovement for T {
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.rotated(Vector3::UP, self.base().get_rotation().y)
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.rotated(Vector3::UP, self.base().get_rotation().y)
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* self.get_move_speed();
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* self.get_move_speed();
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self.base_mut().set_velocity(speed);
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if self.is_dead() {
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self.base_mut().move_and_slide();
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self.base_mut().set_velocity(Vector3::ZERO);
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} else {
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self.base_mut().set_velocity(speed);
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self.base_mut().move_and_slide();
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}
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}
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}
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}
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}
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@ -307,19 +311,21 @@ impl ICharacterBody3D for LocalPlayer {
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}
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}
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if let Ok(event) = event.try_cast::<InputEventMouseMotion>() {
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if let Ok(event) = event.try_cast::<InputEventMouseMotion>() {
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let x = event.get_relative().x * 0.001 * self.look_sensitivity;
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if !self.is_dead() {
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let y = event.get_relative().y * 0.001 * self.look_sensitivity;
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let x = event.get_relative().x * 0.001 * self.look_sensitivity;
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let y = event.get_relative().y * 0.001 * self.look_sensitivity;
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if let Some(camera) = self.camera.as_mut() {
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if let Some(camera) = self.camera.as_mut() {
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let curr_rotation = camera.get_rotation();
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let curr_rotation = camera.get_rotation();
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let x_rot =
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let x_rot =
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(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
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(curr_rotation.x - y * self.look_sensitivity).clamp(-PI / 2., PI / 2.);
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camera.set_rotation(Vector3::RIGHT * x_rot);
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camera.set_rotation(Vector3::RIGHT * x_rot);
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self.look_up = x_rot;
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self.look_up = x_rot;
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}
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let y_rot = -x * self.look_sensitivity;
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self.base_mut().rotate_y(y_rot);
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}
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}
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let y_rot = -x * self.look_sensitivity;
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self.base_mut().rotate_y(y_rot);
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}
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}
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}
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}
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}
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}
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