Move movement to physics_process
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3e5a9b3163
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@ -398,8 +398,6 @@ impl ICharacterBody3D for LocalPlayer {
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mesh.bind_mut().update_y_look(self.look_up);
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}
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self.player_update(delta);
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if self.is_dead
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&& let Some(target) = &self.dead_cam_target
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&& let Some(camera) = &mut self.camera
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@ -565,13 +563,15 @@ impl ICharacterBody3D for LocalPlayer {
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}
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}
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fn physics_process(&mut self, _: f64) {
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fn physics_process(&mut self, delta: f64) {
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let rot = self.y_rot;
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let new_rot = Vector3 {
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y: rot,
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..self.base().get_global_rotation()
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};
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self.base_mut().set_global_rotation(new_rot);
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self.player_update(delta);
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}
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fn exit_tree(&mut self) {
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@ -256,8 +256,6 @@ impl ICharacterBody3D for RemotePlayer {
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self.dead_for += delta;
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}
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self.player_update(delta);
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if let Some(mesh) = &mut self.soldier_mesh {
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mesh.bind_mut()
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.update_movement(Vector2::new(self.movement_dir.x, -self.movement_dir.z));
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@ -276,6 +274,10 @@ impl ICharacterBody3D for RemotePlayer {
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effects.bind_mut().walk();
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}
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}
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fn physics_process(&mut self, delta: f64) {
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self.player_update(delta);
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}
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}
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#[godot_api]
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