change: rebuilt grapple
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@@ -1,5 +1,4 @@
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using System;
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using System.Numerics;
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using NUnit.Framework.Internal;
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using UnityEngine;
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using ParadoxNotion.Design;
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@@ -7,8 +6,6 @@ using Sirenix.OdinInspector;
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using UnityEditor.Rendering;
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using UnityEngine.Serialization;
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using Quaternion = UnityEngine.Quaternion;
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using Vector2 = UnityEngine.Vector2;
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using Vector3 = UnityEngine.Vector3;
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public enum PlayerFacingDirection{
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TowardsTarget = 0,
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@@ -72,7 +69,7 @@ namespace Reset.Units{
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[ShowInInspector, ReadOnly] private float outputSpeed;
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[ShowInInspector, ReadOnly] private float additionalSpeed;
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[ShowInInspector, ReadOnly] public Vector3 outputMoveDirection;
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[ShowInInspector, ReadOnly] private Vector3 additionalMoveDirection;
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[ShowInInspector, ReadOnly] public Vector3 additionalMoveDirection;
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[ShowInInspector, ReadOnly] private Quaternion outputRotation;
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[ShowInInspector, ReadOnly] private Quaternion specifiedRotation;
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[ShowInInspector, ReadOnly] private float outputRotationSpeed;
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@@ -138,7 +135,7 @@ namespace Reset.Units{
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}
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public void SmoothToSpeed(float desiredSpeed, float smoothing, out float referenceSpeed){
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additionalSpeed = Mathf.Lerp(outputSpeed, desiredSpeed, smoothing * Time.deltaTime);
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additionalSpeed = Mathf.Lerp(additionalSpeed, desiredSpeed, smoothing * Time.deltaTime);
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referenceSpeed = additionalSpeed;
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}
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@@ -257,7 +254,7 @@ namespace Reset.Units{
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float gravityMoveDirection = data.jumpPower + (Physics.gravity.y * data.gravityPower);
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// Commit gravity to move direction, ignoring XZ since those are done in UpdateMovementDirection
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// outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
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outputMoveDirection.y = Mathf.SmoothDamp(outputMoveDirection.y, gravityMoveDirection, ref gravitySmooth, .1f * Time.deltaTime);
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}
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// Update the rotation, called every frame
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