fix camera jitter
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@@ -14,16 +14,18 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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_follow()
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func _follow() -> void:
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var player_position := Referencer.player.global_position
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if Referencer.player.is_on_floor():
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_floor_height = player_position.y
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player_position.y = _floor_height
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var mouse_pos := get_viewport().get_mouse_position()
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var aim_position := Player.mouse_project(mouse_pos, player_position, self)
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var aim_relative := aim_position - player_position
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var follow_position := player_position + aim_relative * aim_offset_factor
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var follow_position := (
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player_position + Referencer.player.aim_offset * aim_offset_factor
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)
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global_rotation_degrees = angle_degrees
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global_position = (
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@@ -10,7 +10,7 @@ const FALL_ACCELERATION: float = 25
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@export var _respawn_height: float = -5
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var aim_position: Vector3
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var aim_offset: Vector3
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var _respawn_point: Vector3
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var _floor_height: float = 0
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@@ -22,8 +22,7 @@ func _ready() -> void:
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func _process(_delta: float) -> void:
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_mouse_aiming()
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look_at(aim_position, Vector3.UP, true)
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call_deferred("_mouse_aiming")
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_process_respawning()
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@@ -38,7 +37,7 @@ func _physics_process(delta: float) -> void:
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move_and_slide()
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static func mouse_project(
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func _mouse_project(
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mouse_pos: Vector2, player_pos: Vector3, camera: Camera3D
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) -> Vector3:
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var from := camera.project_ray_origin(mouse_pos)
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@@ -57,8 +56,10 @@ func _mouse_aiming() -> void:
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_floor_height = player_position.y
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player_position.y = _floor_height
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var camera := Referencer.main_camera
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aim_position = mouse_project(mouse_pos, player_position, camera)
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var aim_position := _mouse_project(mouse_pos, player_position, camera)
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aim_offset = aim_position - player_position
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aim_position.y = global_position.y
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look_at(aim_position, Vector3.UP, true)
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func _process_respawning() -> void:
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