Restructure
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extends CharacterBody3D
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const SPEED = 5.0
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const JUMP_VELOCITY = 4.5
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@export var turn_speed: float = 10.0
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@onready var camera_pivot: Node3D = $SpringArmPivot
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@onready var cube_guy: Node3D = $CubeGuy
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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if Input.is_action_just_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var cam_basis := camera_pivot.global_transform.basis
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var flat_forward := -Vector3(cam_basis.z.x, 0.0, cam_basis.z.z).normalized()
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var flat_right := Vector3(cam_basis.x.x, 0.0, cam_basis.x.z).normalized()
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var direction := (flat_forward * -input_dir.y + flat_right * input_dir.x).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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cube_guy.rotation.y = lerp_angle(cube_guy.rotation.y, camera_pivot.rotation.y, delta * turn_speed)
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move_and_slide()
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