can use shoot pose
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@@ -1,5 +1,5 @@
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use super::{ControlState, ControllerSet, Controls, controller_common::MovementSpeedFactor};
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use crate::{GameState, player::PlayerBodyMesh};
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use crate::{GameState, abilities::TriggerStateRes, player::PlayerBodyMesh};
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use avian3d::{math::*, prelude::*};
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use bevy::{ecs::query::Has, prelude::*};
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@@ -59,7 +59,11 @@ fn update_grounded(
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}
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/// Sets the movement flag, which is an indicator for the rig animation and the braking system.
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fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>, controls: Res<Controls>) {
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fn set_movement_flag(
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mut player_movement: ResMut<PlayerMovement>,
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controls: Res<Controls>,
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trigger: Res<TriggerStateRes>,
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) {
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let mut direction = controls.keyboard_state.move_dir;
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let deadzone = 0.2;
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@@ -74,6 +78,10 @@ fn set_movement_flag(mut player_movement: ResMut<PlayerMovement>, controls: Res<
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} else if direction.length_squared() > deadzone {
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player_movement.any_direction = true;
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}
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if player_movement.shooting != trigger.is_active() {
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player_movement.shooting = trigger.is_active();
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}
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}
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fn rotate_view(
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