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Update most demos for Godot 4.0.beta10 (#782)
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@@ -1,4 +1,4 @@
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extends RigidDynamicBody2D
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extends RigidBody2D
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var _initial_velocity = Vector2.ZERO
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@@ -62,11 +62,11 @@ func _integrate_forces(state):
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var normal = state.get_contact_local_normal(i)
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# Detect floor.
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if acos(normal.dot(Vector2.UP)) <= deg2rad(_floor_max_angle) + 0.01:
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if acos(normal.dot(Vector2.UP)) <= deg_to_rad(_floor_max_angle) + 0.01:
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_on_floor = true
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# Detect ceiling.
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if acos(normal.dot(-Vector2.UP)) <= deg2rad(_floor_max_angle) + 0.01:
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if acos(normal.dot(-Vector2.UP)) <= deg_to_rad(_floor_max_angle) + 0.01:
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_jumping = false
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_velocity.y = 0.0
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