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On jump input, immediately increase airborne time to MIN_AIRBORNE_TIME.
This is necessary, otherwise the frame after jumping it's possible that on_air will be unset due to airborne time being less than MIN_AIRBORNE_TIME. This causes jumps to feel sluggish since the player's horizontal speed gets lowered.
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@@ -108,6 +108,8 @@ func _physics_process(delta):
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if not on_air and Input.is_action_just_pressed("jump"):
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velocity.y = JUMP_SPEED
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on_air = true
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# Increase airborne time so next frame on_air is still true
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airborne_time = MIN_AIRBORNE_TIME
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animation_tree["parameters/state/current"] = 2
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sound_effect_jump.play()
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