make vertical aim offset bigger to accomodate for perspective
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@@ -10,6 +10,7 @@ const FALL_ACCELERATION: float = 25
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@export var _respawn_height: float = -5
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@export var _respawn_height: float = -5
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@export var _controller_aim_offset: float = 20
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@export var _controller_aim_offset: float = 20
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@export var _vertical_aim_aspect: float = 1.5
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var aim_offset: Vector3
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var aim_offset: Vector3
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var aim_input: Vector2
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var aim_input: Vector2
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@@ -52,16 +53,12 @@ func _controller_aiming() -> void:
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if aim_input.length() == 0 and _move_input.length() == 0:
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if aim_input.length() == 0 and _move_input.length() == 0:
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return
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return
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var aim_direction := (
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var input := (aim_input if aim_input.length() > 0 else _move_input).normalized()
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Vector3(aim_input.x, 0, aim_input.y)
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if aim_input.length() > 0
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var aim_direction := Vector3(input.x, 0, input.y * _vertical_aim_aspect)
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else Vector3(_move_input.x, 0, _move_input.y)
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)
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aim_offset = (
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aim_offset = (
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aim_direction.normalized().rotated(
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aim_direction.rotated(Vector3.UP, Referencer.main_camera.rotation.y)
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Vector3.UP, Referencer.main_camera.rotation.y
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)
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* _controller_aim_offset
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* _controller_aim_offset
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)
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)
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