diff --git a/scenes/player/player.gd b/scenes/player/player.gd index ba5e18f..ce9b269 100644 --- a/scenes/player/player.gd +++ b/scenes/player/player.gd @@ -2,7 +2,7 @@ class_name Player extends CharacterBody3D -@export var acceleration: float = 10.0 +@export var camera_acceleration: float = 10.0 @export var crouch_height: float = 0.95 ## Camera and RayCast height @export var crouch_speed: float = 3.0 @export var jump_velocity: float = 4.5 @@ -50,12 +50,12 @@ func handle_crouching(delta: float) -> void: if is_crouching: collision_shape_crouching.disabled = false collision_shape_standing.disabled = true - camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, acceleration * delta) + camera.transform.origin.y = lerp(camera.transform.origin.y, crouch_height, camera_acceleration * delta) ray_cast_look.transform.origin.y = crouch_height elif !ray_cast_crouch.is_colliding(): collision_shape_crouching.disabled = true collision_shape_standing.disabled = false - camera.transform.origin.y = lerp(camera.transform.origin.y, standing_height, acceleration * delta) + camera.transform.origin.y = lerp(camera.transform.origin.y, standing_height, camera_acceleration * delta) ray_cast_look.transform.origin.y = standing_height else: pass # Continue crouching until nothing overhead