Jump: hold right A to charge (legs bend), release to jump
Tap hops ~0.16 m, full charge ~0.68 m, a real crouch charges too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -5,7 +5,7 @@ using Godot;
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// physics tick, in this order:
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// 1. discrete origin jumps made by other code (spawn, teleport markers) carry the body along;
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// 2. stick: left = move (head-relative), right X = turn (snap by default, SmoothTurn for smooth),
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// right Y = crouch (down lowers, up raises — RagdollDriver.StickCrouch); right A = jump;
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// right Y = crouch (down lowers, up raises — RagdollDriver.StickCrouch); right A = hold to charge, release to jump;
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// 3. the ragdoll's OriginCorrection (push-back at walls, floor follows the ground, falls);
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// 4. True Body solve from the corrected camera/controllers, then the ragdoll's muscles.
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// Waits for the calibrated BodyProfile like everything else; rebuilds on recalibration.
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@@ -36,7 +36,6 @@ public partial class PlayerRig : Node
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private bool _haveLastOrigin;
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private Vector3 _moveVelocity;
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private bool _snapArmed = true;
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private bool _jumpPrev;
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private readonly MeshInstance3D[] _ghosts = new MeshInstance3D[2];
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private bool _rebuild = true;
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private RagdollDriver _driver;
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@@ -231,11 +230,8 @@ public partial class PlayerRig : Node
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if (_moveVelocity != Vector3.Zero)
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_origin.GlobalPosition += _moveVelocity * dt;
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// Jump: right A, on the press.
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bool jump = _right.IsButtonPressed("ax_button");
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if (jump && !_jumpPrev)
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_ragdoll.Jump();
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_jumpPrev = jump;
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// Jump: hold right A to charge (the legs bend), release to jump.
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_ragdoll.JumpHeld = _right.IsButtonPressed("ax_button");
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// Crouch: right stick held down lowers the body, up raises it back (the stick's dominant
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// axis decides between crouch and turn).
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