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PlanetKiller

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Nov 12th, 2015
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  1. func fall():
  2. if(!jumpray.is_colliding()):
  3. canjump = false
  4. currlist = jump
  5. fallspeed-=2
  6. #fallspeed-=.08
  7. elif(jumpray.is_colliding()):
  8. canjump = true
  9. fallspeed = 1
  10. currlist = idle
  11.  
  12. var newtrans = Vector3(trans[0], fallspeed, trans[2])
  13. move(newtrans)
  14. pass
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