diff --git a/scenes/player/player.gd b/scenes/player/player.gd index 8c516b9..db94c44 100644 --- a/scenes/player/player.gd +++ b/scenes/player/player.gd @@ -8,6 +8,7 @@ extends CharacterBody3D @export var gravity: float = 9.8 @export var mouse_sensitivity: Vector2 = Vector2(0.1, 0.3) ## Horizontal and vertical mouse sensitivity @export var standing_height: float = 1.8 ## This should be where the head/camera would be located +@export var throw_velocity: float = 10.0 @export_group("Movement") @export var acceleration: float = 10.0 @@ -34,7 +35,7 @@ func _input(event: InputEvent) -> void: if event is InputEventMouseMotion: _handle_mouse_movement(event.relative) elif event.is_action_pressed("throw_item"): # TODO: Move to state? - EntityManager.drop_block.emit(InventoryManager.quick_slot_item_id, head.global_position, -head.global_basis.z, 10.0) + EntityManager.drop_block.emit(InventoryManager.quick_slot_item_id, head.global_position, -head.global_basis.z, throw_velocity) func _physics_process(delta: float) -> void: is_crouching = Input.is_action_pressed("crouch") or ray_cast_crouch.is_colliding()