change: more alterations to the new movement and settingvalue system
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@@ -33,26 +33,18 @@ namespace Reset.Units {
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// ValueGroup.ChangeSmoothingEasing(jumpPower, ref agent.data.jumpPower.currentSmoothing,
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// ref agent.data.jumpPower.easing, ref agent.defaultData.jumpPower.smoothing, ref agent.defaultData.jumpPower.easing);
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FloatValueGroup.UpdateValue(jumpPowerDecay, ref agent.data.jumpPowerDecay.value, ref agent.defaultData.jumpPowerDecay.value);
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ValueGroup.ChangeSmoothingEasing(jumpPowerDecay, ref agent.data.jumpPowerDecay.currentSmoothing,
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ref agent.data.jumpPowerDecay.easing, ref agent.defaultData.jumpPowerDecay.smoothing, ref agent.defaultData.jumpPowerDecay.easing);
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FloatValueGroup.UpdateValue(jumpPowerDecay, agent.data.jumpPowerDecay);
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// Deprecated by SetNewGravity
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// FloatValueGroup.UpdateValue(gravityPower, ref agent.data.gravityPower.value, ref agent.defaultData.gravityPower.value);
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// ValueGroup.ChangeSmoothingEasing(gravityPower, ref agent.data.gravityPower.currentSmoothing,
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// ref agent.data.gravityPower.easing, ref agent.defaultData.gravityPower.smoothing, ref agent.defaultData.gravityPower.easing);
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FloatValueGroup.UpdateValue(gravityMax, ref agent.data.gravityMax.value, ref agent.defaultData.gravityMax.value);
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ValueGroup.ChangeSmoothingEasing(gravityMax, ref agent.data.gravityMax.currentSmoothing,
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ref agent.data.gravityMax.easing, ref agent.defaultData.gravityMax.smoothing, ref agent.defaultData.gravityMax.easing);
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FloatValueGroup.UpdateValue(gravityMax, agent.data.gravityMax);
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FloatValueGroup.UpdateValue(gravityAcceleration, ref agent.data.gravityAcceleration.value, ref agent.defaultData.gravityAcceleration.value);
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ValueGroup.ChangeSmoothingEasing(gravityAcceleration, ref agent.data.gravityAcceleration.currentSmoothing,
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ref agent.data.gravityAcceleration.easing, ref agent.defaultData.gravityAcceleration.smoothing, ref agent.defaultData.gravityAcceleration.easing);
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FloatValueGroup.UpdateValue(gravityAcceleration, agent.data.gravityAcceleration);
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FloatValueGroup.UpdateValue(gravityScale, ref agent.data.gravityScale.value, ref agent.defaultData.gravityScale.value);
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ValueGroup.ChangeSmoothingEasing(gravityScale, ref agent.data.gravityScale.currentSmoothing,
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ref agent.data.gravityScale.easing, ref agent.defaultData.gravityScale.smoothing, ref agent.defaultData.gravityScale.easing);
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FloatValueGroup.UpdateValue(gravityScale, agent.data.gravityScale);
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}
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//Called once per frame while the action is active.
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