tidying
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		@@ -19,12 +19,11 @@ public class PlayerBehavior : MonoBehaviour
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    [Header("Clarinet:")]
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    bool unlockedClarinet;
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    private float currentDashTime;
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    public bool isDash = false;
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    public float bonk = 2f;
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    private Vector2 saveVelocity;
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    public bool isInWater = false;
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    public float dashForce = 1.5f;
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    public float dashForce = 1.2f;
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    [Header("Grappling:")]
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    [SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@@ -62,8 +61,6 @@ public class PlayerBehavior : MonoBehaviour
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    void Start()
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    {
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        gameUI.UpdateInstrumentUI();
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        // for clarinet
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        currentDashTime = maxDashTime;
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    }
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    void Update()
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@@ -98,6 +95,8 @@ public class PlayerBehavior : MonoBehaviour
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            {
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                isDash = true;
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                playerInput.DeactivateInput();
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                // set so if in water dash will still be true
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                // otherwise turn dash off 
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            }
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            if (!playerController.IsGrounded() && isDash)
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            {
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@@ -224,7 +223,7 @@ public class PlayerBehavior : MonoBehaviour
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    {
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        Vector2 reflect = new Vector2(saveVelocity.x,-(saveVelocity.y) * bonk);
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        _rb.AddForce(reflect, ForceMode2D.Impulse);
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        print("boing");
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        reflect = Vector2.zero;
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    }
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    void Water()
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@@ -233,7 +232,6 @@ public class PlayerBehavior : MonoBehaviour
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        {
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            saveVelocity = Vector2.zero;
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            isInWater = true;
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            print("buoy");
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        }
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        else
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        {
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