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- func fall():
- if(!jumpray.is_colliding()):
- canjump = false
- currlist = jump
- fallspeed-=2
- #fallspeed-=.08
- elif(jumpray.is_colliding()):
- canjump = true
- fallspeed = 1
- currlist = idle
- var newtrans = Vector3(trans[0], fallspeed, trans[2])
- move(newtrans)
- pass
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