extends RigidBody3D # #const QUAKE = 0.0625 / 2 #const g = -800 * QUAKE # #@export #var push_force = 400 #@export #var max_velocity: float = 1000.0 # # ##var is_held = false ##var target_velocity: Vector3 = Vector3(0, 0, 0) ## ## ##func _physics_process(delta): ##if is_held: ##linear_velocity = target_velocity * delta ##else: ##linear_velocity.y += g * delta # # func can_hold(player): return true