cleaned up comments in player behavior script
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		@@ -63,16 +63,7 @@ public class PlayerBehavior : MonoBehaviour {
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                    grapplingGun.GrappleToTambourine(tambourine);
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                    grapplingRope.isGrappling = true;
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                }
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            } else { // grapple to grapple surface
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                // RaycastHit2D hit = Physics2D.Raycast(transform.position, new Vector2(0.500f * forward, 0.866f));
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                // if (hit.collider != null) {
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                //     print("hit " + hit.collider.gameObject.tag);
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                //     if (hit.collider.gameObject.tag == "grappleSurface" && !grapplingRope.isGrappling) {
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                //         grapplingGun.GrappleToSurface(hit.collider.gameObject.transform.position);
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                //         grapplingRope.isGrappling = true;
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                //     }
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                //     else {print("missed");}
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                // }
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            } else {
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                if (grappleSurface != null) {
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                    grapplingGun.GrappleToSurface(grappleSurface.transform.position);
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                    grapplingRope.isGrappling = true;
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@@ -102,10 +93,6 @@ public class PlayerBehavior : MonoBehaviour {
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    }
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    void FixedUpdate() {
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        // if (_hInput != 0) {
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        //     _rb.velocity = new Vector2(_hInput * moveSpeed, _rb.velocity.y);
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        // }
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        if (grapplingRope.isGrappling && _hInput != 0 && !IsGrounded()) {
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            // print("grappling force");
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            _rb.AddForce(new Vector2(_hInput * (airSpeed / 3), 0));
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